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Detailed write-up from Alice of a presentation from Turbine – the stuff on where to draw boundaries between game and web is really, really interesting.
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Oh god, pets now have talent trees. Why does the game get complex just as I've begun?
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"Making games is easy! Well, okay, maybe it's actually kind of hard, but starting out is easy at least! Especially when you have Kongregate's shootorials (shooting tutorials) to guide you through the process." Tutorial on making a 2D shooter in CS3. Awesome!
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"So to recap, we have scraped some data from a wikipedia page into a Google spreadsheet using the =importHTML formula, published a handful of rows from the table as CSV, consumed the CSV in a Yahoo pipe and created a geocoded KML feed from it, and then displayed it in a Yahoo map." Wow, etc.
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"The dataspace of the well-tempered environment will soon be invaded by logos, credits, banners and offers. The financial temptations will, I suspect, be too hard to resist." Loads of excellent stuff in here besides this, though. Can't recommend enough.
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This is wonderful "wilfully fictional" advertising: an affectionate pastiche of the geek's love of unboxing videos, with some wish-fulfillment as to what unboxing ought to really look like.
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"And if all videogames could ever aspire to was being big, dumb, blockbusting escapism, does that even matter? Hasn’t every generation that ever lived created make-believe worlds to climb into and take refuge? I don’t know. I don’t know. I just wish we’d asked each other the questions a bit more fifty years ago." Too many quotations to choose from in this; wonderful writing from Simon Parkin.
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"The upcoming presidential election has seen record fund-raising by the candidates and a host of new donors. Now we want our users to be able to analyze and reuse some of the data we’ve been looking at while reporting on the campaign."
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"Do you really want them campaigning in your hobby? I don’t."
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Fascinating to see such emphasis on the manufacturing process, accompanied with wonderful footage of factories that takes me straight back to the documentary sections in Playschool and Sesame Street. The milling sequence is beautiful. (The product isn't bad, either, but I'm mainly interested in raising awareness of mass-production in an age of coming scarcity).
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"Alternate movie posters about film brand integration." Beautiful, typographically speaking, and definitely honest.
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"Imagine if Apple had decided to make a MacBook that was priced like an iPod. That's what Asus is doing."
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"If you've ever needed to produce PDF documents before, in Ruby or another language, you probably know how much it can suck. Prawn takes the pain out of generating beautiful printable documents, while still remaining fast, tiny and nimble. It is also named after a majestic sea creature, and that has to count for something."
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"EA has confirmed that the advert was paid for by Obama."
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"I wasn’t concerned when Netscape started losing market share to Microsoft. I didn’t sweat it when the stock price stalled. The reason I started thinking about my next gig was, months before either of these two events occurred, one of the lunchtime bridge team left. The game stopped. The small group of four no longer spent a long lunch quietly, unknowingly defining the culture of the company and everyone who was watching noticed."
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"The 2 opponents perform magical gestures with their hands to create their supernatural weapons – spells. Some are so potent as to be able to blind a man, call forth terrifying creatures, or even kill the unfortunate victim instantly. Consequently each wizard must rely on his own cunning to be able to time enough defensive spells to avoid the brunt of his adversary's attack, yet force in sufficient offensive spells of his own to crack the magical armour of his opponent, and kill the wizard outright. The game is an attempt to capture the spirit of such a battle in as simple yet exciting way as possible." The "waving hands" game by Richard Bartle.
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"From Liverpool 1995, to Nevada 2035, to a PlayStation somewhere near you. Once upon a time, I helped to write the world of WipEout." Nice article from the writer who helped write a lot of the texture and world for Psygnosis' Wipeout. Glad that writing like this is still somewhere, even if it's in the furthest recesses of fansites.
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"But these arguments aren't getting us anywhere because the problem isn't the games. The problem is the _play_. When we engage with games, we _play_ with them. We don't read them; we don't attend them; we don't view them in a gallery. We _play_ them. And that's a big problem."
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"This has to be the most quick-and-dirty data visualizer out there: I wrote an ascii art plotter script that takes a column of numbers on stdin and throws out a plot on your console." Oh, that's going to come in handy.
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"i have made an "electronic" 8bit calculator (not "mechanical" calculator) with the Beta LBP demo.it do decimal/binary conversions and it can do Add and Sub… computation take clearly less that a half second. this calculator use: – 610 magnetic switches – 500 Wires – 430 pistons – 70 emitters and others stuff…" Amazing – especially the pan-out to the whole contraption.
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"The big dilemma is that needs are different. I’m normally on Mobile Google Maps when I’m frantically trying to find a place, often the hotel I’ve booked. I’m lost, I want to sleep – I’m not exploring the possibility space, and I don’t want to wade through marketing garbage. Note that this doesn’t make sense for these kinds of advertisers either: I’ve booked already, and I don’t want alternatives." Once again, the problems of the mobile context (rather than the mobile technology) rear their heads.
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"On April 1, 1977 the British newspaper The Guardian published a seven-page “special report” about San Serriffe, a small republic located in the Indian Ocean consisting of several semi-colon-shaped islands. A series of articles described the geography and culture of this obscure nation." Wonderful
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Oh gosh, the Rock Band 2 community site is lovely. Lovely URLs, lovely public-facing site with no wall, lovely. (Thanks, Brandon).
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"The Medieval eye found any surface in which a background could not be distinguished from the foreground disturbing. Thus striped clothing was relegated to those on the margins or outside the social order – jugglers and prostitutes for example – and in medieval paintings the devil himself is often seen wearing stripes." Wow. I did not know that.
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"When you enable Mail Goggles, it will check that you're really sure you want to send that late night Friday email. And what better way to check than by making you solve a few simple math problems after you click send to verify you're in the right state of mind?" Amazing.
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"[Donald Winnicott] maintained that [the transitional object] was able to occupy the space between me and not-me where play occurs, where we are neither trying to impose ourselves on our environment, nor being dictated by it. Play is not goal-directed or purposeful, not about trying to fulfil an instinct, as in sexual intercourse (versus flirting). Rather, like much of art or sport or fun, it is done for its own sake." A wonderful article about men and their bears, with an interesting psychoanalytic note in the middle of it.
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"When NASA's last scheduled Space Shuttle mission lands in June of 2010, the United States will not have the capability to get astronauts into space again until the scheduled launch of the new Orion spacecraft in 2015. Over those five years, the U.S. manned space program will be relying heavily on Russia and its Baikonur Cosmodrome facility in Kazakhstan." Wonderful pictures of spaceflight, Russian-style.
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"Journalist Kareem Shaheen was attending at GAMES 2008 convention in Dubai, and asked us if we fancied writing anything about gaming in the Middle East. And we said HELL YES, as we like capitals." A nice, if brief, piece from Shaheen about a sector of gaming I know nothing about.
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Make Iced Tea!
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"Now noisy makers can assemble and modify their own light controlled analog noise friend!" I want an analog noise friend.
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"Over the weekend, students from NYC's Parsons School worked for twenty four hours continuously with LittleBigPlanet. Their challenge? To create a level from scratch using early copies of the PS3-exclusive.. one level stood out as the single best level — one created by Team Sportsmanship. We've lovingly dubbed the level "Shadow of the LittleBigColossus." Watch the video and see why." Amazing. Intensive, over-difficult, but still impressive.
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"To be seen as art, games need to be easier. A lot easier. They don't have to be only easy. They can provide Elite Super Awesome levels for the enjoyment of those who love to be challenged." Eesh, I don't know. I think there needs to be easier games – hell, games are getting easier all the time – but a super-hardcore game like Psyvariar does _not_ need a built-in easy mode. Its purpose is to be hard. Not convinced by this article at all, unfortunately.
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"Because stupidity is such an unthinkably terrible thing in our culture, the students will then spend hours constructing arguments that explain why they are intelligent yet are having difficulties. The moment you start down this path, you have lost your focus."
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"Innovation seems to mean doing something so significantly different that you alienate the userbase that should be familiar with your product. More applaudable, in my mind, are those games that smuggle in small amounts of unique and exciting gameplay that enhances the experience without fundamentally redefining it… Warhammer Online is a game that abounds with this kind of innovation. From elements that are purely new and thought provoking, to small gameplay tweaks that subtly push new perspectives on tired MMO cliches, there is a lot of good stuff to be found in the game." Brandon Reihnart takes a look at WAR.
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4chan /b/ thread on the American economic deficit, which explains things quite well, and has stick-man-anon illustrations to boot.
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"You have 1 point. 1 point is rubbish. You want more." Beautiful, fun-looking trailer for an XNA title due out next sure – that simultaneously captures what games are basically about. Or, at least, what points are all about.
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"Wells has received insufficient credit as a writer of rhythmic, incantatory prose, long-breath paragraphs to cut against his tight journalistic reportage. The War of the Worlds makes the journey from sensationalist incident to moral parable. Wells predicts an era when fiction and documentary will be inseparable." Fantastic writing from Iain Sinclair on HG Wells.
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"When a sospeso is ordered, the customer pays for two coffees, but only receives one. That way, when a person who is homeless or otherwise down on their luck walks into the café, the person can ask if there are any coffees held in suspense, and can have one as a courtesy of the first customer." Wonderful.
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Wikipedia quotation of the day: "Variations of the red eye based on the number of espresso shots include the black eye, which is made with two shots of espresso, and the dead eye, which is made with three shots of espresso. A 'fight club' contains four shots of espresso." A "fight club"!
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"You forgot one thing, Dr. Roberts. You forgot that people are dicks." Aheheh.
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"Perhaps then what people object to, whether they realize it or not, is an ideological and theological issue with religious gaming, rather than any particular distaste as the idea Christian gamers might simply want games that explore their faith and service their community."
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"So why am I mentioning this now? Because Alternity has just started. This is a new Harry Potter game, and it starts from the beginning — September 1, Harry's first day at school. Only not as in The Philosopher's Stone. In this scenario, Voldemort, er, won." Fanfic-cum-alt-universe-RPGs in the Potterverse being run solely on Livejournal. Amazing.
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"So we decided to treat Availabot as a world probe: it was decided that we would take Availabot through to the position of being factory ready, and in the process learn as much as possible about the processes of manufacture, and how to develop these kind of complex products with so many moving parts." And, best news of all: Availabot will be coming to market. Excellent.
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"…this leads up to a discussion of two things: the OAuth protocol which aims, amongst other laudable goals, to help safeguard users’ passwords, and the distinctly unnerving trend which Jeremy Keith has christened the password anti-pattern, which really doesn’t." A clear, articulate explanation of the issues around authentication.
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In 2000, a group of seventh-graders were asked to draw what they thought scientists looked like and describe their pictures. Then, after visting Fermilab, they were asked to repeat the exercise. Some of the quotations are genuinely excellent, cf "Some people think that (scientists) are just some genius nerds in white coats, but they are actually people who are trying to live up to their dreams and learn more." Aren't we all?
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"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff – God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
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A detailed look at various techniques for greebling Lego models.
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"To me, these bizarre sequences represent adaptations of classical Brechtian stagecraft to video games. The way we interact with a game is different than the way we interact with a staged fiction, and by manipulating the tools specific to game-interaction– the interface and the mission-delivery system– Kojima delivers that sense of alienating weirdness that's the hallmark of the Verfremdungseffekt." I like Pliskin's commentary here – the absurdity of Arsenal Gear was great, and much preferable to the boss-rush that followed it.
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"The dissertation builds on available sociological approaches to understanding everyday life in the networked city to show that emergent technologies reshape our experiences of spatiality, temporality and embodiment. It contributes to methodological innovation through the use of data bricolage and research blogging 1, which are presented through experimental and recombinant textual strategies; and it contributes to the field of science and technology studies by bringing together actor-network theory with the sociology of expectations in order to empirically evaluate an area of cutting-edge design." Anne Galloway's PhD thesis, now online.
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A remake of "You Have To Burn The Rope", in the style of an Intellivision game. They've changed an important play mechanic and given the game an entertaining twist ending. Fun.
Blog all dog-eared pages: Joe Moran, Reading the Everyday
17 February 2008
I acquired Reading the Everyday from work several years ago, and only recently got around to reading it, in part after Alex’s hugely enthusiastic feedback. It turned out to be a wonderful read. I’m not particularly well-versed in cultural studies, so much of the French work Moran refers to is somewhat new to me. It is, however, fascinating to see such a uniquely British study of the everyday; just as the French ideals of le quotidien are very much rooted in 50s France – and the Parisian suburbs especially – so Moran focuses on a Britain that developed in the 60s, 70s, and 80s, through the booming newtowns into Thatcherism.
The book gets especially good as it moves out of criticism of theory and into more focused case-studies, on everything from bus-shelter advertising and queuing to the M25 and traffic lights. Anyhow, enough rambling. On with the quotations, from dog-eared pages, or (more often) just stuff I underlined. It’s been a while since I read a book with a pencil so vigorously in hand!
p.3:
“It is hard to stand at a bus stop, as the single-occupant cars stream by, without feeling somehow denied full membership of society”
p.7:
“Henri Lefebvre suggests that everyday life is increasingly made up of this ‘compulsive time’, a kind of limbo between work and leisure in which no explicit demands are made on us but we are still trapped by the necessity of waiting.”
p.47, on the final episode of The Office:
“It is about the forgetfulness of office life, the way that its impersonal procedures do not acknowledge the finite trajectory of individual lives, despite the leaving dos and retirement parties that lamely suggest otherwise.”
p,65, in a wonderful section all about the Westway:
“In truth, the Westway provokes conflicted emotions, commensurate with our cultural confusion about the relationship between the individual freedom of driving and the collective horror of traffic congestion.”
p.86, on how we read images from CCTV cameras:
“The telltale digits in the corner of the screen revealing the date and time convey not the reality of round-the-clock surveillance but the specific moment at which an extraordinary event happened or was about to happen.”
p.98, on motorways as an example of what Marc Augé called “non-places”:
“The importance of the road sign in the non-place, for Augé, is that it allows places to be cursorily acknowledged without actually being passed through or even formally identified.”
p.101, quoting Chris Petit’s commentary on his film “London Orbital”:
“[the M25 is] mainline boredom, a quest for transcendental boredom, a state that offers nothing except itself, resisting any promise of breakthrough or story. The road becomes a tunnelled landscape, a perfect kind of amnesia.”
and later in that page, on Iain Sinclair’s book of the same name:
“Sinclair notes that in the nineteenth century, the area now occupied by the M25 housed mental hospitals and sanatoriums, and represented the safe distance to which Victorians would remove contaminated parts of the city.”
p.108, in a section on service stations:
“When they first opened, young people would drive to the service stations at high speeds to play pinball, drink coffee and eat ice cream, as a more alluring alternative to the only other all-night venue, the launderette.”
I never thought of that – launderettes as the only mainstream 24-hour venue in the provinces. Like so much of the book – a great wake-up call.
p.132, in the chapter on “Living Space”, Judy Attfield offers commentary on home makeover shows like Changing Rooms:
“…such shows elevate a notion of design, which she defines as ‘things with attitude’, over the banal reality of material culture, which she calls ‘design in the lower case’.”
Totally. I loved this distinction – the idea that things with attitude, so valued at the temporary level (a cool thing in a shop, the first five minutes of staring at a made-over room) are not necessarily the things we want to spend long periods of time with.
p.145, quoting Paul Barker on ‘Barratt’s transformation of Britain’s vernacular landscape’:
“When the social history of our times comes to be written, he [Lawrie Barratt, the company’s founder] will get more space than Norman Foster. You can search out Foster masterpieces here and there. But Barratt houses are everywhere. Foster buildings are the Concordes of architecture. Barratt houses fly charter.”
p.157, on Moran’s trip to Chafford Hundred, a new housing-estate-cum-new-village in Essex:
“Walking around Chafford Hundred, it is not long before I am completely lost – partly because the sameness of the houses provides no landmark, and partly because the curvilinear streets are disorientating. Invented in American tract developments to close off the vista and protect the viewer from the unwelcome sight of an endless row of subdivisions, the curvilinear street has the unfortunate side effect of destroying any sense of direction… getting lost in Chafford Hundred seems like a metaphor for housebuilding as a political black hole.”
p.161:
“In a note to its clients, [investment bank] Durlacher observed: ‘Probably the best indication of difficulties in the market will be when Property Ladder is no longer commissioned”
p.164, on the design of the Trabant:
“Its accelerator pedal even had a point of resistance part of the way down to discourage excessive fuel consumption.”
Moran points out that everything about the Trabi was counter to the traditional “counternarratives of speed, status and freedom” that cars espouse in the Western world, but I love the idea of the values of a society and culture being literally built into the products it produces; the socially-responsible accelerator pedal feels like a very good example of that.
p.167, on the problematic aspects of “mourning and coping narratives” in a post-9/11 world:
“…they confront us with and ‘ordinary life’ whose normality is never questioned. It is more difficult to make a similar imaginative connection with Iraqis or Afghans killed by bombs dropped from fighter planes, because their daily lives are not so easily recognizable or represented.”
Moran talks a lot about the dangerous ideals of “ordinary life” and “ordinary people” in his books – concepts we know are very dangerous in the concept of design. The idea that their are specifivites in our understand of the everyday that do not map elsewhere is a very important one, and a reminder that if anything is presented of foreign culture in the media – especially the news media – it is rarely the truly “everyday”.
More on that further down the page:
“Richard Johnson points out that the term ‘way of life’, which has a particular resonance in cultural studies and was constantly reiterated by politicians such as Tony Blair and George Bush in the months after September 11, ‘resists instant and “fundamentalist” moral (or aesthetic) claims to superiority without letting go of evaluation entirely’. It conflates ‘the necessary sustaining practices of daily living and the more particularly “cultural” features – systems of meaning, forms of identity and psycho-social processes – through which a world is subjectively produced as meaningful'”
p.169 – the final page, and a wonderful quotation from Henri Lefebvre to conclude these notes:
“Man must be everyday, or he will not be at all.”
A great book, then. There’s masses in it about ideas of mundanity and the everyday, and I got a lot out of it from a design perspective, particularly. It also looks like it will overlap with Adam Greenfield’s “The City Is Here For You To Use” quite nicely. Highly recommended!