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I swear, just go and read this right now; it might look like it's about games, but really, it's about space, and memory, and Memory Palaces, and wrapped around a retrospective of a marvellous game, and a little bit about how games make us who we are, in ways their creators might never have imagined.
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"We already know the decapitated Statue of Liberty in Deus Ex can tell a story; perhaps I want to know if a building can tell me a poem.
In that vein, "Butte, Montana. 1973" is a game where you dig around in a box of dirt."
This is marvellous; thoughtful, interesting, perhaps not entirely successful, but the trick of the rain at the end is a very, very nice touch.
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"At this moment of awards-giving and back-patting, however, we can all agree to love movies again, for a little while, because we're living within a mirage that exists for only about six or eight weeks around the end of each year. Right now, we can argue that any system that allows David Fincher to plumb the invention of Facebook and the Coen brothers to visit the old West, that lets us spend the holidays gorging on new work by Darren Aronofsky and David O. Russell, has got to mean that American filmmaking is in reasonably good health. But the truth is that we'll be back to summer—which seems to come sooner every year—in a heartbeat. And it's hard to hold out much hope when you hear the words that one studio executive, who could have been speaking for all her kin, is ready to chisel onto Hollywood's tombstone: "We don't tell stories anymore."" This is good, and sad.
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"If you’re like us, your knowledge is spread across several places: Gmail, Google Docs, Basecamp, and more. Redwood makes it easy to search across these sources, right from your desktop." Clever.
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Bot that buys dirt-cheap goods on TradeMe and tells Twitter what it's buying/bidding on. Seems we need a Rule 38: if software is described in an XKCD comic, the chance of it being brought into reality approaches 1 as t approahces infinity.
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"…the game of chess is much more than the set of instructions needed to move the pieces on the board: the players’ intellectual and emotional interaction during a game is also the system of chess. The media hubbub surrounding Kasparov’s loss to Deep Blue: that is chess. The southwest corner of Washington Square Park where New York City players wager, talk trash, and square off across stone tables: that is chess too." So much good stuff in this essay from Frank Lantz and Eric Zimmerman
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In which Laura Parker looks at what "mainstream" games can learn from the type of success indie titles such as Limbo have had, with contributions from Nels Anderson, Manveer Heir, and – would you believe it – me. It's a really nice feature; I hope Laura can get more of this sort of stuff published on Gamespot, because it deserves a bigger audience than being buried on the staff blog.
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"In principle, the pressure ought to be off, since you've got a infinitive lives and a stock of smart-bombs. In practice, the game quickly becomes so pulsingly busy that I not infrequently become blind to the position of my own ship. I'm still playing – still winning – but have no visual awareness of the bright white claw I'm actually steering. The bit of my brain that handles moving knows where it is, but the bit of my brain that does the thinking has no idea, and they very rapidly start screaming at each other." Margaret's new column for Gamasutra goes live (hurrah). Talking about this was one reason I got sucked back into Deadline very deeply a few weeks ago. Deep enough to edge beyond randomness, towards a semblence of mastery, and at least understand the system. At least enough to understand quite how fine it is.
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This is great. Brandon is smart. And: when he says "story", he doesn't mean story. He just means "show me something new".
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"RACER is an analogue recreation of a coputer racing game in the style of the classic WipeOut. It consists of a modified vintage arcade machine, a RC model car with a wireless camera, an a self-constructed racetrack/game level made entirely from cardboard." Brilliant.
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"It fools the government into thinking Local Development Agencies (LDAs) attract young creative people in “the regions”, and it fails to support the local young talent who probably prefer hanging out with their laptop in a place with perfect coffee. After all that’s how the Royal Society was created… I’ve been up and down the UK and those innovation spaces have the worst coffee in the universe. Just saying."
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"We made no attempt to check the accuracy of the story before publication and did not contact Rockstar Games prior to publishing the story. We also did not question why a best selling and critically acclaimed fictional games series would choose to base one of their most popular games on this horrifying real crime event… It is now accepted that there were never any plans by Rockstar Games to publish such a game and that the story was false. We apologise for publishing the story using a mock-up of the game cover, our own comments on the matter and soliciting critical comments from a grieving family member. " The combination of "no attempt to check the accuracy" and "soliciting critical comments from a grieving family member" is really quite astonishing. Idiots.
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"I suspect a lot of people aren't sure what's the top idea in their mind at any given time. I'm often mistaken about it. I tend to think it's the idea I'd want to be the top one, rather than the one that is. But it's easy to figure this out: just take a shower. What topic do your thoughts keep returning to? If it's not what you want to be thinking about, you may want to change something."
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Stanford's iPhone development course.
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"Is writing ever NOT collaboration? Doesn’t one collaborate with oneself, in a sense? Don’t we access different aspects of ourselves, different characters and attitudes and then, when they’ve had their say, switch hats and take a more distanced and critical view — editing and structuring our other half’s outpourings? Isn’t the end product sort of the result of two sides collaborating? Surely I’m not the only one who does this?" Something else that's been on the pile (to link) for a while now.
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"The craftsman as hero is a consistent motif in Ruskin’s artistic and social theories. To him, mechanisation and division of labour dehumanise workers, enslaving them to execute exactly the specifications of others. The only way to recapture the humanity in labour is to put the designer back in touch with the tools of the craft and to unleash the creativity of the maker." A lovely metaphorical piece from Matt Edgar, reminding me of how much I need to brush up on my knowledge of the Arts and Crafts movement, if only because of how much I appreciate their sentiments.
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"At some point, I begin to feel that I am carrying entire Latin American forests home with me. Also, I am afflicted with a terrible need to stop and write things down, at almost every corner, slowing my passage through the city and impeding motion. I am locked in this ridiculous two-step, unable to travel more than half a block before sitting down and writing out more, papering over the last thirty feet, dripping more ink onto the street: this absurd project, this incomprehensible, incompletable urge, this terror of forgetting and compulsion to record." Beautiful writing from James, which has been sitting on the "to link" pile for far too long.
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"Here is an extraordinary piece of film. It is a live outside broadcast of a British army simulation of an attack on a train in Britain. It went out at prime time on a BBC programme called Saturday Night Out. And it happened in 1956."
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"Maps are having their F-64 moment, right now, which is important and wonderful but I don't think anyone really wants to live in a world with an infinite depth of field. It's an appealing idea but then something like the Hipstamatic comes along and we all get irrationally weak in the knees, all over again." As usual with Aaron, I could quote most of the article, but in this case, I'll pick my favourite piece of writing, rather than perhaps the most succint quotation; just read the whole thing. (And: I wish I could code or even write like this).
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"When I look at the iPad, I see something my dad could use without hand-holding to find the history of that banjo, to seek out those screws, to look at old video of Sonny Terry, to feed his glorious practical creativity, unencumbered by the need to learn the habits and quirks of computing, and not relying upon a transatlantic support department. There’s a liberation in open things (and opening things) but there’s a far greater one in how things can open up people." Nick Sweeney is right.
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"There is a rhythm to hiking, as there is in walking. And once you find the cadence — after a day or two — your mind empties. All your social obligations related to work and friends and life are muted. They aren’t gone: they just no longer require your direct attention. There is a shocking beauty to this silence. It’s as if every day of our lives is filled with a white noise. And suddenly, in the presence of these unbelievable peaks, the noise is gone." Lovely pictures, but, more to the point, strong truth, from Craig Mod.
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"DOOM doesn’t belong in a museum, not because it’s not worthy, but because it’s rock and roll. It’s too fast, too loud, too hard, and too fucked up to be in a museum. There are some games that will work in a museum and some that won’t ever and that, by itself, doesn’t say anything about their value. We need both." Frank Lantz is right.
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"In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
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Fascinating article on pseudo-3D graphics, and raster-based road graphics in particular; coders and gamers alike might enjoy this, although it's quite technical. (And: Racin' Force is just beautiful; I forgot how gorgeous voxels could be).
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"…the Duke Nukem Forever team worked for 12 years straight. As one patient fan pointed out, when development on Duke Nukem Forever started, most computers were still using Windows 95, Pixar had made only one movie — Toy Story — and Xbox did not yet exist." Fantastic, dense, Wired article on DNF from Clive Thompson
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"For 16 days I lived with it strapped to me as I climbed through the valleys of central Nepal up to Annapurna Base Camp at 4,200 meters." Wonderful review of the GF1, framed as a travelogue, with real photographs. I'd be quite happy if all camera reviews looked like this.
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"Copenhagen was much worse than just another bad deal, because it illustrated a profound shift in global geopolitics. This is fast becoming China's century, yet its leadership has displayed that multilateral environmental governance is not only not a priority, but is viewed as a hindrance to the new superpower's freedom of action." Mark Lynas on the reality of China's actions at Copenhagen. Worrying.
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"Little stories are the internet’s native and ideal art form." Yes. This is a good one.
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"But what if you make personalisation easier? Consider a game that brings your real world into your game world, all on its own. It could to grab data from the internet about the real world and the gamers that live in it, and weave it into the game experience, for an effect that is both surprising and personally meaningful. You would see yourself in a game without having to put yourself there. It’s not user-generated content: it’s user-generated, machine-mediated content – UGMMC, or as I like to say it, “Ugh-Meck.”" I am super-happy at how well Chris's writing for Edge Online is turning out.