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Marvellous work from Yann Seznec: impractical, deeply personal musical instruments, beautifully explained.
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Normalizing the exceptional; the way the "control room" in films mirrors attitudes towards the control of technology – and control in its more general senses. This was good.
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"The proCONTROLL library allows Processing to communicate with controll devices like joysticks, joypads but also keyboards and mice." It works quite nicely.
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"In CASINO ROYALE, James Bond is the Bond girl. Look at the way they even show him emerging from the ocean like Ursula Andress. Sexual torture, too, if less creepy-glam than being stripped and painted gold. Vesper Lynd is Bond: never not in control, never without a plan, seducing to further her goals. She has to die so Bond can become her."
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"Magick is all about naming and control. So is journalism, and software engineering—related disciplines." yes yes yes a thousand times yes (the most wonderful sentence in James' write-up of a non-conference I didn't attend).
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"…it turns out that a GBA and a cart isn’t any more use than a GBA on its own. It’s only when you build a machine out of a GBA and a cart and a me that you’ve got a real Rhythm Tengoku Machine. Bolt those three components together and you’ve built an entirely new organism, an extraordinary creature who can shoot ghosts, dance with monkeys, and climb stars like staircases."
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"You’ll win the game if you’re the only one playing the game at the moment in the world. The game checks over the internet if there are other people playing it at the moment and it’ll kill the game if someone else is playing it. You have to play the game for 4 minutes and 33 seconds." High concept, I'll give it that.
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"Durham University's Dr Shamus Smith, who helped spearhead the project, told BBC News that that while bespoke 3D modelling software was available, modifying a video game was faster, more cost effective, and had better special effects." Quite true. Although: "gamers" tend to treat it as a game, wheras "non-gamers" treat it as a training exercise, and behave accordingly.
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Microsoft on their new MSN Music service, weighed-down by DRM. I don't normally link to stuff about DRM, but frankly, every single response in this is comedy gold.
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"The results from two surveys, based on responses from over 2,500 people who participate in an Internet chat group focused on video games, found that the inclusion of violent content did nothing to enhance players’ enjoyment. What did matter was feeling in control and feeling competent. “Games give autonomy, the freedom to take lots of different directions and approaches,” says Ryan."
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Beautiful.
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"Social media is people. People talk about stuff. The end." Yes.
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You can now use Shoulda macros in RSpec as well as Test::Unit. Thanks, Thoughtbot! Might take a poke at this some time.
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"Being able to go back and fix your mistakes is not the same as being forgiven for them. Maybe that’s what all those storybooks were trying to tell us." Lovely.
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"If you’re an adult who’s at a place in life where you need to pretend you’re interested in people whom you are not actually interested in, then “fake following” should be more than adequate for your needs. But, if you’re here to actually read things and to enjoy the thoughts, photos, and opinions of actual people who have good and bad streaks, it wouldn’t hurt to have an easy way to hit “snooze” for a while." Merlin Mann is very sensible.
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"It seems to me that Tim and the nameless characters of the epilogue represent archetypes of some kind. They don’t stand in for every man and woman, certainly, but they’re emblematic of a certain kind of dysfunctional relationship, one where “I’ll protect you” turns into “I’ll control you.”" A smart, sharp reading of Braid, that understands its gameiness.
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"The mouse is a continuous pointing device; the finger is discontinuous. That’s a profound difference that I wish I were able to clearly understand and explain." PPK on how MobileSafari responds to Javascript's mouse actions.
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"I think, in these fleshed out circumstances, an RPG could be the most remarkable place for getting to grips with matters like abortion and euthanasia. I think _because_ they’re the sorts of subjects it’s completely pointless to talk about in the pub, because it inevitably descends into people entrenching themselves in their currently held position and then hurling stones at the other side, that the RPG would be a space in which the emphasis of thought and consideration would be squarely on you." John Walker on the problem with BioWare's attitude to morality, and some potential solutions.
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"Opentape is a free, open-source package that lets you make and host your own mixtapes on the web. Upload songs (via web or FTP), reorder, rename, customize the style, and share what you like on other sites with an embeddable player."
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"I've heard that Japanese developers, who have traditionally held American game development in low esteem, have a great deal of respect for Bungie, and you can understand why. Bungie has done for shooters what Nintendo did for platformers: they've turned the visceral joys control and motion into the centerpiece of the game."
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"Thomas Finchum, an American diver competing in Beijing, describes the view from the 10-meter platform at the Water Cube." Incredible, interactive panorama from the top board in the Water Cube.
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"Greebles are the parts that "look cool, but don't actually do anything". There's an entire discipline here composed of special effects artists and asset designers working to hide the plywood spaceships and simple game world polygons beneath an encrusted surface texture." And this is the trick to make the little bits look like part of a whole. Lovely talk from Mike at UXWeek.
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"One of the new features of FriendFeed (a Twitter-like thingie) is "fake following". That means you can friend someone but you don't see their updates… It's one of the few new social features I've seen that makes being online buddies with someone manageable and doesn't just make being social a game or competition."
A Game Is…
31 July 2008
Lots of brain-food and notes to come from Develop, but in the meantime, this cracker from Matt Southern’s session:
“a game is an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilbrial outcome“
(Elliott Avedon and Brian Sutton Smith; emphasis mine.)