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"A 1.5km circle; over 10km of shops. 1500 in fact – including 4 “compass” Starbucks (not including roaming franchised coffeebots). Infinite mall." Chris channels his inner bizarro-world JG Ballard to predict the Mall Event Horizon.
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An excellent selection of auto-response bots.
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" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.
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A lovely, sad, tiny story by Leonard.
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"A short while into the process of making these videos, Alan Kay said, “The main question here is not is this technology probable but is this the way we want to use technology?” One effect of the video was engendering a discussion (both inside Apple and outside) about what computers should be like." On video not needing to be realistic to be useful.
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"Still, if you're going to watch a pair of zombies go at each other for eleventy-billion hours, far into the night, it might as well be these zombies. They were incredible, astonishing, indefatigable. They fell over frequently but they never stayed down. My hat goes off to these zombies. Possibly my head goes off to them too." Xan Brooks' live coverage of Isner-Mahut. Some great writing in there.
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"Even the likes of Modern Warfare 2 and Bad Company hide their bloodlust behind a figleaf of fictional "what if" scenarios. Medal of Honor turns a real tragedy into a social shooting gallery, and is going to have to tread carefully to avoid belittling the reality it borrows for our amusement." The problems of making videogames about current conflict, especially when the tactless multiplayer audience get their hands on your content. Not sure I'm particularly cool about this in any way. Oh well.
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Collecting casual and informal collective-nouns by scraping twitter. The "What Is This" page is very well done, explaining just what the scraper "sees" in a clear fashion. Fun.
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"I suppose the point I was driving to that I let myself get derailed from is that all these trends in western cinema developed over time. It moved in eras of film, from the silent film, to the beginning of the talkies, to the pulp westerns, to their revival with Stagecoach and the classical period of westerns, to the revisionist and spaghetti westerns to the brooding psychological westerns of today. What RDR fails to pick up on is that these are all products not only of the time they were set, but the time they were made." This is a good post on one of my problems with the (generally very good) Red Dead Redemption: rather than trying to be *a* Western, it tries to ape *all* Westerns, and thus is all over the place tonally. Better examples in the full body – worth a read.
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"Thinking about what defines a particular game medium, one doesn’t always consider elements like the player’s physical posture, and where they sit relative to their fellow players. But the experience of playing a digital game with a friend on the iPad proves quite different than that of sitting side-by-side on a couch with Xbox controllers in hand, or sitting alone with a mic strapped to your head. Your sense of posture and presence is part of the game’s medium, as much as the material of the game’s manufacture. Playing Small World gave me a frisson of novel confusion, marrying the player-interactivity of a board game with the board-interactivity of a computer game. I felt the seam that joined them, but it felt right. This was something new, comfortable, and fun." Jason McIntosh on how tablet gaming is similar to the "cocktail" cabinets of old.
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Today's Guardian, from Phil, which is brilliant, for all the reasons explained in his post about it.
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"Although the finished site looks nothing like a newspaper I think it has more in common with newspapers’ best features than most news websites do. The sense of browsing quickly through stories and reading the ones that catch your eye, feels similar." Phil is smart. This is good.
On reading eBooks
26 February 2010
I didn’t read enough books last year, and I planned to fix that this year.
My commute these days is a bit longer than it used to be, but involves a lot of standing, especially on cramped trains and tubes. That makes it hard to read a book, doubly so if it’s a hardback. So I decided to see what it was like to read a book off a screen.
I decided to read Cory Doctorow’s Makers, mainly because a few friends had recommended it, and it was free, and that seems a good price point for an experiment. I read it on Stanza, a free iPhone ebook reader that I’d used before.
As for the book: I liked it. I really liked the short tory it clearly sprang from; I wasn’t so keen with how the novel panned out, but that’s because I’m really not a theme park person, and Cory clearly is a theme park person. The “making” parts were great, though.
Anyhow, this isn’t a book report; it’s a report on eBooks.
I enjoyed the experience, overall. I liked being able to pick up and put down the book far more easily than a paper one. I’d read it for 2, 3 minutes at most sometimes – when waiting for a sandwich, on a short bus ride to the station, and when I was on the way home from a late night out – just because it was always with me. I didn’t even need a bag: if I had my phone – which I always do – then I had my book. I really, really liked that – that was easily the best part of the experience for me.
I was worried that this stop-start approach to reading would lead to a more fragmentary experience of the book, but I was surprised by how well I always picked up the thread of the book when I returned to it.
It helped to get the page length and font size right. Making the text big enough to read, but not so big that I’m always tapping to move to the next page, dramatically improved the experience of using Stanza. (To begin with, I’d had all my type far too big, and I was “turning the page” way too often). Also: although Stanza will let you flick pages left and right, tapping on the left or right side of the screen is a much better bet.
To begin with, I missed having obvious progress indicators; I only noticed the horizontal bar at the bottom of the Stanza screen that fills to indicate progress quite late. Also, the “page X/Y, % of the way through” indicator was quite confusing: the latter represents progress through the whole book, but the former, this “chapter” or section. Sections weren’t always clearly defined – they were dependent on the book in question. defined. That said: once I understood the blue progress bar, it felt more like a real book again to me: a book that I was making progress through. And in the end, I was pleased with my pace of reading: not bolting, but not too slow. The only problem was that once the bar was clearly very close to the end, I sprinted for the finish line, bombing through pages to fill the bar and complete the book.
There weren’t many downsides to the experience. The big one was the same problem I have with all touchscreen devices: it’s very hard to commmunicate what you’re doing to people sitting opposite you. Unlike a push-button phone, where the difference between reading, fiddling, texting, scrolling through a contacts book, playing a game, are all reasonably easy to ascertain from the way a user taps buttons… on an iPhone, they all look the same. It was difficult to communicate “I’m not fiddling with my phone, I’m reading a book.” Perhaps I’m just over-sensitive to external judgments, but I certainly was less likely to read in certain company – especially less technologically-savvy company.
The other surprising thing was the effect of the screen. Reading is a private experience, and I was surprised just how legible big text on a backlit screen is – not just for me, but for other people around me. This came to a most noticeable head (so to speak) during a reasonably, erm, detailed sex scene within Makers (the literary merits of which this is not the place to discuss).
I’m not a prude, but all of a sudden, I felt very exposed: the screen was so bright and clear that I was sure anyone else could see what was on my screen as if it was in their face. Given I was reading it at 8am on a crowded train, I felt awkward; I’m not sure I’d want other people to see that, or think that all I was doing was reading, you know, smut. “It’s a fun book about technology and themeparks! Not smut!”
By contrast, books and newsprint are much harder to read at a distance, and more easily kept to yourself through careful bending or angling. Also, I think people are more nosy about screens. Screens light up, they beg to be looked at, and that feels more ostentatious than print. This is one of the advantages of eInk: because it’s not backlit, it has similar privacy to print, and reading it seems more intimate.
I’m glad I read a book on a screen though, because I know that with only a little effort, it’s perfectly easy to read a full novel off a screen. I’m certainly less sceptical of ebooks as an application for portable devices, dedicated readers or otherwise, and I’m likely to read more books in this format. Although, right now, I’m unlikely to start buying eBooks. I’ve already paid for enough books in print, and most of them were secondhand (and I’m a big fan of secondhand books). I don’t think I’ll ever get the feeling of a well-loved, secondhand paperback from my iPhone – but it’s still got a lot to recommend it.
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"We've seen this all before… [but] these Smule globes seem strangely different and much more interesting, largely I think because you hold the phone in your hand instead of the laptop or monitor on your desk. It's a more personal, touched engagement with the screen that makes visualizing an earth-spanning army of phone lighters and flute blowers more physically personal."
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"But succeed or fail, my awareness of game design is omnipresent, and I like it that way. It enriches my experience of playing. The in-world experience remains my first thought, but my second thought is nearly always focused on the system, especially when that system demonstrates originality or beautiful execution. I don't think I'm the only gamer who behaves this way." No, but it requires a certain degree of awareness of the medium to think about the second; the first is much more immediate, and the second is about an engagements with games, rather than a particular game.
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"If I only have so many hours in the day to devote to genuinely insightful things, Gladwell’s track record screams at me to ignore Outliers. At least for now. At least until I’m stuck on a cross-country flight, liquored up, and ready for a good fight." Jack Shedd is bored of anecdotes.
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"This is a lexicon of terms relating to John Horton Conway's Game of Life." Very comprehensive, with lots of examples.
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Ignoring the background music and a lot of Trajan, I really like this series of pictures from Brooks Reynolds; particularly, his use of lighting and depth of field. I'm a big fan of concept-series; they tend to be more than a sum of their parts.
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I don't care that it's not playing the game or anything, there is no way in the world that this is anything less than super-awesome.
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"Demeter quit his bank job two months ago and has launched a company, Demiforce, to develop more electronic games. Now he has a salaried staff, five games in development and two coming out by Christmas, including a spinoff to "Trism" called "Trismology."" I hope his success continues; scaling up always seems scary, but Trism was – and is – superb.
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"The conundrum is that no path, no vision of progress – technological, social, moral – will be plausible today if it does not include the complexity of costs, yet it will not be desirable if it does. That makes our society blind." Some good, if dense, Kevin Kelly.
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"I wrote a script that lets you see what this money could buy if we weren’t throwing it at second-rate comedians or third-rate bankers. What if we spent it on schools, or teachers, or wispas instead? My script lets you see that by altering the text of Guardian articles as you browse." Ben's hack was brilliant in its simplicity, and really does change the way you read the news.
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"Turf Bombing is a location-based turf battle game which rewards and encourages traveling and learning about different neighborhoods." Location-based game that forces you to travel out of your normal areas, and potentially explore transport networks. Also: not designed around specific devices, just laptop+wifi.
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"Fallout 3 is a tribute to intent. It's not a rallying cry for any cause or even a cautionary tale about the hypothetical horrors of nuclear holocaust. It's a statement on the worthlessness of inaction. It's about not staying in the vault."
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"Far Cry 2 doesn’t so much attempt to define a memorable experience and effectively communicate it to the player as it does to define a set of rules and an environment in which memorable experiences are likely to happen, letting the player loose in that world." One of my favourite pieces of writing on FC2, if only because it captures the nature of the game so well.
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"Oddly, although Left 4 Dead only comes out today, Gamestop.com has already switched from their previews to reviews. You'd think that wouldn't be enough time for their users to appraise the game. You would even think that they'd want to play the full game before trumpeting their thoughts and throwing around phrases like "game of the year." You would be wrong." Mitch is harsh but fair.
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"See what's been discovered by the Wasteland inhabitants!" Collaborative slippymap of what people are finding in the DC Wasteland in Fallout 3.
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"Images don't automatically attach to emails. I hope you and your husband can work things out though." Oh dear.
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"For all the prioritizing and severitizing (which costs a lot of time during bug input) the best method of bug sorting was human communication." Yes. Too much time has been lost in too many custom installs of JIRA.
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"Hi everybody, I'm Brandon, and this is Offworld." Oh! This could be good.
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Weird; point-and-click adventures, but where each command requires the artist draw a new image. A lot of it seems pre-determined, but there's obviously slow evolution at work. The game is _released_ frame by frame, though, which is interesting.
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"So that’s what I would like: software you can live with. Software that feels like music." Contextual software.
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It's not Tetris, but it's something like it. This game is getting worryingly essential.