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"Hacking is disruptive, and whether you code software, write books, or film movies, I believe bringing anything new into the world is a disruptive act. By being novel and compelling, the new is likely to replace something else and that something else isn’t being replaced without a fight." Great stuff from Rands.
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"Sugar is a Javascript library that extends native objects with helpful methods. It is designed to be intuitive, unobtrusive, and let you do more with less code." Looks nice – and suitably Javascripty.
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"Using the daily 0048 Shipping Forecast from BBC Radio 4, we take the average of each gale force mentioned for an area to determine that area's score. Pick a dream team of five sea areas, and your team's score will be the average of the scores of those regions, both daily and weekly." Hah, lovely.
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"John Carter is the kind of movie no studio bigwig in their right mind ought ever to have greenlit: a space fantasy based on a genre – "planetary romance" – that hasn't been popular for well over half a century, populated by bizarre creatures from the mind of a writer apparently endowed with the ungrounded imagination of a small child. This is exactly why you should be checking it out. The film is out next weekend and I've posted the final trailer above. What a glorious enterprise Disney have wasted all their money on. God bless Hollywood!" I too am annoyed they lopped the suffix from the title. Otherwise, this has actually managed to spur interest in a film I'd written off.
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"There is no silver bullet that’s going to fix that. No, we are going to have to use a lot of lead bullets." On knuckling down when faced with threats. (via Matt W)
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"Fountain is a plain text markup language for screenwriting." More plaintext formats for writing in. This is good.
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"When I'm evaluating entrepreneurs and their ideas, I look for "innovation bipolarity," a version of F. Scott Fitzgerald's first-rate intelligence: "the ability to hold two opposed ideas in the mind at the same time and still retain the ability to function." Entrepreneurs should be able to argue passionately that their idea will change the world, and then, without skipping a beat, honestly assess the risks standing in the way of its success and describe what they are doing to mitigate them."
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"I wanted to make the ship move, and I wanted to make it speak, and I wanted to speak back to it, with it, together. To make something." The poetry of creation is important. Also, @shipadrift is lovely, but you already knew that.
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More useful vim stuff.
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"In my forthcoming book Alien Phenomenology, at the start of the chapter on Carpentry (my name for making things that do philosophy), I talk about the chasm between academic writing (writing to have written) and authorship (writing to have produced something worth reading). But there's another aspect to being an author, one that goes beyond writing at all: book-making. Creating the object that is a book, that will have a role in someone's life—in their hands or their purses, around their mail, in between their fingers. Now, in this age of lowest common denominator digital and POD editions, it's time to stop writing books and to start making them." I am not totally sure I buy all of Bogost's argument, but I like his points explaining the role of artefacts. However, POD is weirder than he gives it credit.
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"[Was shooting The Artist very different to making a 'regular' movie?] No, it’s a regular picture. The only difference is, there is no boom mic. And the story is not being told by what comes out of your mouth. If you want to tell the story, the story being the narrative, not the plot—the plot’s fairly simple—but if you want to tell the narrative, then you have to be concise with your reaction, and let the reaction get into your body and your face in a way you don’t necessarily do when you have dialogue, because the dialogue takes care of that." James Cromwell interview by the AV Club. I enjoyed this line especially.
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"If you can demonstrate that McDonald’s only introduces the sandwich when pork prices are lower than usual, then you’re but a couple logical steps from concluding that McDonald’s is essentially exploiting a market imbalance between what normal food producers are willing to pay for hog meat at certain times of the year, and what Americans are willing to pay for it once it is processed, molded into illogically anatomical shapes, and slathered in HFCS-rich BBQ sauce." The McRib as arbitrage of pork prices.
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"If every additional user is putting money in the developers' pockets, then you're less likely to see the site disappear overnight." Yep. This is all quite sensible, and something I've long believed. (See also: Garrett Murray's pleading requests for Tumblr to let him pay for it).
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"However, if you are making a sustainable living doing pay-up-front games, and you find those are the kinds of games you are most passionate about, but you feel the itch to try out free-to-play because some other people are getting rich doing it, then I'd take a step back and examine your motives and what makes you fulfilled as a person. VC-types look down on this kind of thinking with the awesomely cynical term "lifestyle business", but isn't that exactly what we want to create, a business that supports our desired lifestyle, which includes making games we're proud of?" Chris Hecker on Free-to-Play
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"Patient explained most of these (and most subsequent) injuries as being the result of membership in a private and apparently quite intense mixed martial arts club. Patient has denied being the victim of domestic abuse by Mr. Grayson following indirect and direct questioning on numerous occasions." Patient BW's medical records make for iiinteresting reading.
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"…the world of Shadow of the Colossus is seemingly empty, except for the colossi and the warrior. Until you reach a colossus, there is no music, leaving you alone with your thoughts and the sound of your horse’s hooves. No enemies jump out to attack, it occurred to me on one of these rides, because I am the one on the hunt. The natural order of a video game is reversed. There are no enemies because I am the enemy." A decent enough piece on Ueda's games for the New Yorker – but this paragraph is marvellous.
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"Between 2007 and 2009 GameLayers made a multiplayer game across all the content of the internet. I was the CEO of GameLayers and one of the co-founders. Here I'll share stories and data from this online social game startup. This story covers prototyping, fund raising, company building, strategic shifting, winding down and moving on." Brutally honest writing from Justin. It's detailed, clear, and the financial figures are worth a read if you're even remotely thinking about things that look like this. Definitely worth your time.
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Super-good article about wargames, through the lens of the Connections conference, that considers their relevance and what they have to teach, especially within games that aren't about war or conflict.
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"A nation, then, of agile operators, tailoring solutions to personal demand and producing the highest quality work possible. That’s a motivating image."
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"I am not naive and I am not a fool. I realize that gamification is the easy answer for deploying a perversion of games as a mod marketing miracle. I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy and performance of your competitors, I understand that mediocrity's lips are seductive because they are willing. For the rest, those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you "leaders."" Ian's whole article is great, and the comment thread is eye-opening.
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"Something terrible has happened in our city (and may yet continue to happen). It's damnable, deplorable, heartbreaking. But it is also extraordinary, unusual, bizarre. Slamming the door on it without studying and understanding it is a dangerous and short-term tactic. Allowing yourself to feel nothing but anger, and doing nothing but lashing out … isn't that a little mindless? It would be nice, and useful, if we could ask London "why" without already having an answer in mind." Excellent, sober, cautious writing from Will Wiles.
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"In this volume, people of diverse backgrounds — tabletop game designers, digital game designers, and game studies academics — talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles."
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Lovely little round-up of games about architecture and the urban environment from Kars.
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Cracking analysis from Soren Johnson on Free-to-Play, how it shapes game design for both good and ill, and the opportunities it opens in its wake.
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"To keep up with trends, we've developed some iPhone stencils and sketchsheets that'll make the lo-fi stage of development a lot quicker." Passable iOS wireframe templates – but at least they're wireframey, rather than irritating pixel-perfect stencils that are all-too-easy to come by.
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"You also know about the Wait. The Wait is Ahab’s white whale; it is America at Ellis Island; it is the night sky to the Greeks. The Wait is a disgusting amalgam of dreams, memories, hopes, desires, and expectations. In fact, barring all else, this may be the only thing that you know about Duke Nukem." A lovely piece of nostalgia – and review-system-breaking-analysis – from Jamin.