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Well Played is now out, and can be read online and purchased from Lulu. It's exactly the sort of thing I've wanted for a while – a reader for videogames, and for the actual experiential side of them – and it's got some great authors contributing pieces on a host of games. Worth your time, for sure.
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"I’ve never seen this visualization before. Whoever created it should be publicly applauded." Yes.
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"Another word for "pacing" is "storytelling". We never really tell stories to players; we just put them in games. Then players tell our stories to themselves." Interesting analysis of pacing in games, and what the demands games make on pace are. And, of course, that quotation.
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"Jarate is neither affiliated with, nor a substitute for, Karate." The Sniper's new weapon: a jar of piss. The way this update has unfolded has, basically, been totally awesome.
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"…to prove I could, I made a small desktop application. It’s called Clarke. It’s really not very exciting — don’t get your hopes up. It’s just a toolbar thing that sits there, quietly, using Skyhook’s API to triangulate your location from nearby wifi points, pushing it to Fire Eagle. Yes, it’s YAFEU (Yet Another Fire Eagle Updater)." Tom makes Proper Software. He is smart.
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"Cracking the bus network is really the key to most cities, and we’re nearly at the point of directed bus serendipity. In London, at least."
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Joel Johnson rounds on Wired for the gulf between their online and printed formats; the comments thread turns into a much more rational, and reasonable, discussion from many Wired staff, past and present.
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"Boxer plays MS-DOS games on your Mac. It’s based on the robust DOSBox emulator, with a lot of magic sprinkled on top. Run DOS programs from Finder. Wrap your games into tidy packages that launch like Mac apps. Painlessly install games from CD—then bundle the CD with your game so you don't even need it in the drive."
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"The lesson to be learned here is that when something screws with your careful plans, you take control of that thing, warp it to your every demand, and channel it into a concentrated stream of Awesome. That is how you do PR." Pretty much. Valve have handled this brilliantly – the achievement they awarded themselves being the icing on the cake – and not only have they been on-brand for a savvy, internet-enabled company, they've also been spot on-brand for TF2.
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"…this is a good time to consider zzt’s library – not because it’s changing, but because it’s probably complete. the long-running game archive z2 just declared zzt dead, and why not – it’s served its purpose: allowing people who aren’t programmers or digital artists an avenue to game creation before game maker or construct existed. now they do." ZZT must have been one of the first games I played, and I poked around its level editor. This retrospective both fascinates and arouses nostalgia in equal measures.
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"The Twiggy Game is a charming cultural object from a bygone era; it's also a stark representation of what went wrong with boardgames, and a stark warning for what can go wrong with games as a whole — at least, if we fail to inculcate, in ourselves and in others who love games, an aesthetic that prizes something beyond the brand." Costikyan on the dangers of games having a 'lack of culture'.
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"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
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"…as developers, we need to deal more honestly with the disparity between our reach and our grasp – which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
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"With limited influence, unlimited hands in the pie, a low barrier to critique, and the perception of triviality, frontend engineers are the janitors of software development. Rather than cleaning up trash, the boulder they toil beneath is skew: the distance between team member's conceptions of a project." This really feels very familiar: it's the most under-appreciated art in the stack of software development, and the one that takes the brunt of the crap.
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"Best of all, for impatient gamers the developer plans to conceal load screens with a mini-game where players can connect a USB keyboard and write an undergraduate thesis on the illustrations of Gustave Dore." Seriously, this already sounds much better than the Redwood Shores version…
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Farbs quit 2K Australia. This is his resignation note. It's fun, and not in any way mean.
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Contains photographs of a PIG in TINY WELLINGTON BOOTS.
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"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring…
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase. -
"Clearly we had not been invested enough in the narrative."
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Francis has gained his own clothing line, and I need this shirt like a red wizard needs food.
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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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'London police are now deleting tourists' photos because "photographing anything to do with transport is strictly forbidden."' Oh god.
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"Protovis is a visualization toolkit for JavaScript using the canvas element. It takes a graphical approach to data visualization, composing custom views of data with simple graphical primitives like bars and dots."
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"[within the games industry]… the creativity-medium-invention and attitude-practice-deconstruction models often hold no water. Rather, there is only importance placed upon the “talent-meiter-immitation” model that is still in practice in the industry today." An interesting analysis of the nature of education (as it relates to the games industry) and models of learning. I have often lamented the depressing state of how career progression in the industry works, and this article helps quantifies it.
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A thoughful post (as ever) from the L4D team detailing some of the balancing and planning that's gone into the Survival Mode experience. Looking forward to firing this up next week…
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"The genre of the palindrome, playful and ludic as it is, nonetheless has a strong implication of violence. In the work of its foremost practitioners, Velemir Khlebnikov and Vladimir Nabokov, as well as some of their postmodern successors, the palindrome is closely linked to death, cannibalism, beheading, and murder."
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Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
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"The reason for [Singstar's relatively "low" Metacritic scores] is also the reason that this is an article about SingStar, and not a review of SingStar Queen and the new wireless microphones: SingStar is now basically unreviewable. Unlike Guitar Hero: Metallica, or AC/DC Live: Rock Band, SingStar has morphed from a game into a service, and defies traditional critical judgement."
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"I think issues of power and governance are going to swiftly rise in importance on internet communities, as they expand to include more different kinds of people. It's interesting that some of the best, most resonant ideas on these topics that I've encountered over the years has come from political writers and may have been produced even before the internet." Mike has read lots of books, and his quotations/sources here are great.
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A wonderful old postmortem – on Shadows of the Empire for the N64. As a launch title, there was lots of working with unfinished hardware, prototype controllers, and SGI workstations; it's long and detailed, and a fantastic portal to a world that seems eons ago, even if it was only 12 years away.
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"In fact the propeller is really rotating. Russians fix a magnet on their helicopter blades. The device sends a signal to synchronize a movie camera, allowing to visualize efforts and deformations on the blades." Hypnotic, and unnerving.
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"Looking in, it’s clear that the game industry is broken and not getting fixed anytime soon. I will not be joining the game industry. I’m interested in building a profitable business making fun games in a good working environment, and that’s simply not what it does. Maybe I could hoist one more flag in the indie games parade, but I think of myself as building a Micro-ISV in the web software business. It’s a much nicer community." As usual: anyone with a degree of sanity looking in from the outside comes to the same conclusions.
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"Usenet, IRC, forums, blogs, and now media like Twitter have all been black-marked as houses unfit for reason to dwell within. And so we roll our eyes, sigh, and quietly accept the idiocy, the opportunism, and the utter disrespect for our peers and ourselves that is technical discussion on the Internet. This need not be the case. It is possible to have a reasoned technical discussion on the Internet. People do it every day, particularly in smaller online communities where social norms are easier to enforce. We can do it."
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Mike Kuniavsky being really good, again, about avatars, physical mashups, and mashups as opportunistic design. Loads of great stuff inside the pdf.
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"…yes, if I’d gotten a Lenovo when you all suggested it, I’d have a spill-proof keyboard with drains. That’s my plan for the next time something horrible happens to my laptop, which should be any day now." Randall Munroe's laptop died. I blame the package management, rather than the milk, personally.
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"They took the trailer from "WestSide Story" and made it look like "28 days Later", hillarity ensues." No, that's bloody brilliant.
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"I would urge everyone to start looking at the world in a different way. Spend some time looking at everyday objects, at their design, their shape, their individual characteristics. Think ahead and imagine their significance. Many are interesting and aesthetically pleasing in their own right, if you just give them some attention." Martin Parr on noticing the everyday.
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"The problem is that what made GoldenEye so good was a fleeting, transient quality that can never be grasped again: it's not that the game was especially brilliant by modern standards, but rather that it utterly eclipsed its contemporaries. These days, the FPS is as comfortable on consoles as it is on Windows, and for a Bond shooter to have the same impact as GoldenEye it would have to outperform Call of Duty 4, Halo 3, BioShock, and Half-Life 2. In short, it would have to be revolutionary." Although: a big part of what made it so good was the social side of the jerky split-screen multiplayer, and Live just isn't the same. Yes, there was the context, but there was also some kind of magical glue holding it all together. Still, there are lots of smart, sensible points here, about emerging from the shadow of Goldeneye.
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"The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis. By inviting contributors to look closely at specific video games and the experience of playing them, we hope to clearly show how games are well played." Looks fantastic – great selection of writers, great selection of titles, and what the games canon needs. More Like This, please!
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"This jQuery plugin generates sparklines (small inline charts) directly in the browser using data supplied either inline in the HTML, or via javascript." Nifty.
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"…when we step into the shoes of that avatar, be it 1st-person, 3rd-person or otherwise, we exit the darkened movie theater paradigm and enter an intricate, performative, exploratory lab of untested ideas and speculation. We enter a playful space that feels and responds much more like a live theater rehearsal than an interactive movie or a triggered series of movie clips." Michael debunks the games-as-cinema analogy with an interesting take that considers them as more like theatre rehearsal.
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"This is not a book about the VCS, nor breakout, nor video games and video game culture; it is a chronicle of the experience of that entity we might call “the player.” Oddly, there is little I can take from it in terms of approaches to video gaming or thoughts on the VCS Breakout. But it did enlarge my perspective and help me think about physiological, cognitive, and, let us say, monomaniacal aspects of video game play. Nervous, very dreadfully nervous Sudnow has been, but why would I say that he is mad?" Sudnow passed away very recently; I really ought to read his book, more than ever.
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"[s3fm]… lets anyone run a streaming radio station, with just a folder of MP3s. Put those MP3s in an Amazon S3 bucket, and give your friends the S3 FM link."
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Matt's talk (in English) from Lift 09, on scientific fiction, stories, and the design process. Good stuff – not too long – and wonderfully filmed: the cameraman focuses on his hands as much as his face, which is just perfect.
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NeoGAF users band together to make a perfect, eight-stage, LittleBigPlanet rendition of Contra. Remarkable, especially the behind-the-backdrop puppeteering that makes the walking-into-the-screen levels possible. This had better not get a takedown slapped on it, because it's phenomenal.
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"Perfect gift for any World of Warcraft player or other MMORPGer in general. You get one "main" glass and one "alt" glass. Serving idea: fill your main with your alcoholic beverage and your alt with your chaser since mains are typically stronger than alts." Oh dear. (But: good gag, and dangerous for drinking games).
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"SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
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"One of my enduring passions is exploring graphic design with programmatic and generative systems. While some aspects of design require the skilled hand of the designer, others can be formalized and explored by computer. For those tasks, Mathematica is an exceptional tool." Some lovely thinking around generative design.