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"So to come full circle with the sense of dissatisfaction with open world games: I think the way we experience them, by comparison with linear games, says something about how our gaming imagination functions. We seem to understand that when linear games point us in a certain direction, that’s the way to go. When an open world game appears, its very structure suggests something about how we should behave, or want to behave, and predisposes us to judge on the basis of how it entices us to go somewhere that the game itself hasn’t suggested, and on how it then deals with that action." Jim on open-world gaming.
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"While creepily capitalist in its language, the scholarship within it is sound – echoing theories that Jacobs, Alexander others presented decades ago. What’s more – it contains a lot of the same arguments for iterative design that you see in traditional game design tomes. (For a special treat – try replacing the phrases like “destination” and “retail” with “MMO” and “boxed-game”)"
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"Appfrica Labs is an investment company and software development firm that facilitates and incubates technology entrepreneurs in East Africa. We do this by offering a physical space with a solid internet connection, servers, software and computers that allows entrepreneurs a place to develop their ideas in a constructive environment with industry professionals as mentors, outside of school. Entrepreneur projects are refined and prepped to help them secure funding and launch sustainable, profitable businesses." I met Jon who runs Appfrica at TEDGlobal last week; it's a great idea and, by the sounds of things, doing very well.
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Initial trailer for Tron Legacy (previously, the horrendous TR2N); somewhat excited just to see the lightcycles back in action, and very beautiful to see a trailer with so little overblown music in it. Still, what's the potential for this to go horribly wrong?
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"Is this interview just going to be you hawking your wares for the next 20 minutes?" No, it's going to be better than that. A frank – and hilarious – interview with Mark Rein from Ellie Gibson. He really is like this, you know.
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"During the Develop conference earlier this week, Edge Online editor Alex Wiltshire chaired a panel discussion on the close relationship between architecture and videogames, and here we have a recording of the full session for you to download." I still have to write it up, but it was really, really good. Worth a listen.
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"The weird thing is that you can view these “wholesome” games as being just as bad for girls as Grand Theft Auto’s random bloodshed and rampant criminality is for young, impressionable boys. And while GTA’s influence on boys has been dissected to death, what about the Nintendo DS’ upcoming avalanche of games for tween girls? What kinds of values do preteens learn from these titles? Valuable life lessons, or bad habits?" As bad as GTA? Many, many times worse, if this sample is anything to go on.
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This session was genuinely excellent, and I'm probably going to write about it in the near future. In the meantime: bookmarked.
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"Use our tools to author playable tracks. Upload and submit your tracks for review by the Rock Band Creators community. Approved tracks become available in the Rock Band Store and on the Xbox LIVE Marketplace*, and you get a cut of every purchase." Um, as pointed out elsewhere, this is utterly brilliant. Harmonix are smart cookies, and thinks like this remind me why.
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"The next time you see an application you like, think very long and hard about all the user-oriented details that went into making it a pleasure to use, before decrying how you could trivially reimplement the entire damn thing in a weekend. Nine times out of ten, when you think an application was ridiculously easy to implement, you’re completely missing the user side of the story." Yes. Similarly: what you don't see is the decision-making, everything that was thrown away.
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There is nothing about this that is not amazing.
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"…halfway through the film, the Ghostbusters realize that NYNEX isn't a phone system at all: it's the embedded nervous system of an angel – a fallen angel – and all those phone calls and dial-up modems in college dorm rooms and public pay phones are actually connected into the fiber-optic anatomy of a vast, ethereal organism that preceded the architectural build-up of Manhattan. Manhattan came afterwards, that is: NYNEX was here first." There is no way this wouldn't be awesome. And: a great write-up from Geoff.
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How to compile APC into the Marc Liyanage PHP5 package (which is clearly the most sensible one to be using on OSX). Though this is for Server, it works fine on desktop, and as such comes recommended.
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"This toaster was built from scratch by Thomas Thwaites, a design student at the Royal College of Art, London, as a project in extreme self-sufficiency and to highlight the effects of mass production we take for granted." And this is what it looks like.
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"I'm Thomas Thwaites and I'm trying to build a toaster, from scratch – beginning by mining the raw materials and ending with a product that Argos sells for only £3.99. A toaster." This is clearly amazing, and a timely reminder of, you know, what the age of mass production really means.
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"Video game designer Robin Hunicke, noticeable at any gaming event for having the reddest hair of anyone in attendance, is trading her big-company background for ThatGameCompany, a sign that the small studio behind Flow and Flower is growing its ranks." Oh. That *is* interesting.
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Someone will come.
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"The Frank Lloyd Wright Foundation announced today that The LEGO Group is now the exclusive licensed manufacturer of Frank Lloyd Wright Collection® LEGO Architecture sets." Hmn. Not sure what the market for these is, beyond curios; they're not particularly high-resolution, for starters.
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"Professional photographic & art printing with great value? theprintspace delivers. At the printspace we understand what professional quality means, and we also offer 48 hour turnaround time & guaranteed satisfaction." As recommended to me by Jon.
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"I gave a presentation on Treetop last night at lrug – seemed to go down well. There aren’t many examples of treetop grammars I’ve seen, so it might be useful if you find the main site’s documentation a bit impeneterable." Roland drops some Treetop science, and it looks very useful. Good stuff!
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On Shadow of the Colossus: "When the game is up, the player-character suffers a terrible price for destroying these strange, animate monuments. It is one of the few videogames in which the protagonist dies – horribly and permanently – when the game is over. It is a game where destroying the evil lair might well have been the wrong thing to do. And yet it is _all_ you can do. Such is the inexorable, linear fate of the videogame avatar." Rossignol hits up BLDGBLOG, and (as if you couldn't have guessed), it's good.
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"Guru Meditation also reminds us of the long history of experimentation with physical controllers in the mainstream consumer videogame market, even when both that market and its critics would have us believe that physical interfaces are as new as DDR or Nintendo Wii." A game for Atari 2600 + Joyboard, and also available as an iPhone port; make the yogi fly by sitting perfectly still, and perfectly upright. Written in assembler, and everything.
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"The problem is, it doesn’t have a smug website with fancy branding, so you probably overlooked it the first time. Go back and take another look." Worth knowing about, even if it's a long while since I've need continuous builds.
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"So, is it possible to mix segments and querystring?" Sort of, maybe, seems to be the answer.
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"The original Keynote Kung-fu article describes how to set up and use Keynote for the first time, but once you’ve done a couple of presentations, you’re going to want more." Rands drops some Keynote science, and I learn at least one new thing.
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Even if it's got a long way to go, there's so much promise and potential here – and it's interesting to see how refined some of the puzzle ideas are. And: mind-bending in the way the best puzzle games are.
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"I'm looking forward to working with new, clever people and getting my hands dirty again. I'm charged with leading the Open Library into fresh, fun territory; to enlist many hands to make "a page on the web for every book ever published" a great resource. I'm thrilled to be working with Brewster Kahle and his crack team in an important time for books on the web." What a perfect hire. Can't wait to see what George brings to it.
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This is epic and brilliant and has so many jumping-off points I need to read it again, and again, and again.
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"Now that suburban housewives in Missouri are letting their thoughts be known via Twitter, it's as if writing itself is thought to be under attack, invaded from all sides by the unwashed masses whose thoughts have not been sanctioned as Literature™. In many ways, I'm reminded of Truman Capote's infamous put-down of Jack Kerouac: "That's not writing, it's typing.""
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Pop band from Bristol, made good singles, got a deal, rather than touring recorded an album, album got shelved by label that had wanted them to tour, band broke up, album now sees light of day from SVC, for three quid. Phew!
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"I've always marvelled at the idea of a $25m game needing $35m of marketing. Doesn't that feel so wrong and weird? I'd make two $25m games, spend $8m on indies doing crazy new things, and have $2m left over for some nu-style publicity. Or better still, spend $60m across 60 indies full stop." Lots of good things in Alice's compainon to Matt's posts, but especially this; the constant shyness to 'spend less on more stuff' from the games "industry" always befuddles me.
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Lots of comics neatly surmising the plots of various Metal Gears; "Let's Destroy The Shagohod" is pretty spot-on, start to finish, and full of Giant Spoilers, obviously.
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"As I tried to unravel Braid’s interstitial text I realized that solving the puzzles and understanding the text required very similar approaches. Their concealed machinations and thematic ambiguities are teased out using the same mental processes, and are part of the same overarching search for meaning. In a way, I was “reading” everything in the game. It’s not the unification of narrative and gameplay that we’ve come to expect, but it’s a refreshing and effective one." Dan Bruno has an interesting perspective on Braid; not sure I agree with it entirely, but the feelings he describes are certainly familiar.
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So I'm going to be writing the odd thing for Offworld from time to time, and this is my first post, on a nice post from Steve Gaynor about architecutre, and leading players through stories with architecture alone. More to come, pop-pickers.
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"…removing the screws made it clear that the magnetic zones serve a second function. When my screwdriver slipped, the screw didn’t fall into the depths of the case. Instead, it flew right over to the magnet, and I was spared the pain of extracting a three-millimeter needle from an expensive electronic haystack."
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James Box on interaction design as behavioural modifier. I really enjoyed this – mainly for its thoughts on architecture, branding, marketing, copywriting, rather than just on pure IXD. Some interesting products in there, too. Worth another look.
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"I think there's a lesson here: doing something in hardware isn't automatically cool, particularly for kids. It's harder to make things happen, so we veteran geeks get a thrill from it. We think that because it's physical, real, and a Robot, kids will automatically be excited. But for kids who are learning, and who don't appreciate the significance of the challenge, it's just hard and unrewarding."
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This is exactly the kind of thing I was talking about around a year ago – the value of bespoke, beautiful UI to interact with mundane code; people aren't just paying for software here, they're paying for interaction design.
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"…these various numbers are tossed around like so many doggie treats, so I thought I'd take Google Sketchup out for a test drive and try to get a sense of what exactly a trillion dollars looks like." A nice, simple piece of amateur informatics that is a good wake-up call.
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Margaret's slides from GDC2009. Even without the notes, there's clearly some great meat here, and "Stop Wasting My Time And Your Money" has some stonkingly good moments – notably, the discussion of the HL2 lambda, and a great, great Sam Beckett gag.