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"…a genuinely meaningful social mechanic can create its own share of problems. Facebook friends are not necessarily one’s actual friends. Players often announce their names and character details in various forums, hoping to find “fake friends” to fill out their list. Doing so creates three advantages. First, the more friends the player has, the more opportunities for his character to be borrowed and thus earn friend gold for the player. Second, high-level friends make combat far easier because of their high stats and upgraded skills. Finally, a surplus of friends allows the player to bypass the rest time restriction." How do you get around all this? Johnson explains all. It's a really lovely piece of genuinely social game design.
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"[Mayo is] making a dummy RFID-reader surface for us to mount on a subway turnstile, as well as a companion piece for the MetroCard vending machine. The challenge here is to avoid imposing our own designerly tastes on these artifacts; if we want them to be convincing at that all-important subliminal level, we have to try and imagine them as an extension of the MTA’s existing graphic vocabulary.
And that, in turn, means capturing a certain kind of municipal badness in the design of type and signage: inapposite font selection, clumsy kerning and so on. It’s an odd and demanding kind of discipline — especially for us, with our marked preference for the Vignelliesque."
Realism channeled through suitably ropey implementation.
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This is beyond brilliant. Not because it's More Hard Fun From The Maker Of QWOP, but because it's actually easier than QWOP, and it tickles exactly the same part of my brain that bouldering itself tickled, and it makes brilliant use of finger-gymnastics and the keyboard, and it's marvellous, really. I just want to go home and play it all night.
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"Deep craft is more than knowledge. It is a set of knowings. Knowing what is likely to work and what not to work. Knowing what methods to use, what principles are likely to succeed, what parameter values to use in a given technique. Knowing whom to talk to down the corridor to get things working, how to fix things that go wrong, what to ignore, what theories to look to. This sort of craft-knowing takes science for granted and mere knowledge for granted. And it derives collectively from a shared culture of beliefs, an unspoken culture of common experience." Craft / scenius / place / knowledge. The W Brian Arthur sounds great, and Matt's point – that building strength in a sector is building culture, and that requires investment in something that won't see immediate returns (rather than "five-year plans" and "strategies") is acute. Very good stuff.
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"Jennifer Brook, who makes artists’ books and iPad apps, speaking earlier this year: “Craftspeople are technologists, and technologists are craftspeople; the only difference is the velocity of the material they choose to work.” Humbly, I would add a further qualification, a further dimension. Celerity, or “proper velocity”, is velocity which takes the effects of relativity into account: the observer is travelling too; we are all travelling in time. The material has its own celerity." Oh, gosh, that's marvellous. Both parts.
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Nice lo-fi sound effect tool.
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Totally marvellous: photographs of New Zealand arcades in the eighties. Lovely they're online, as well as in the world, and must get around to that essay at some point.
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"The ways in which people interact with computation are changing swiftly as we move into more casual relationships with our digital services on tablets, big screens, and across social networks. We believe we have some compelling answers about how digital experiences will evolve into these new contexts. Please, follow along with us and explore these playful, dynamic instruments of discovery together." These guys are going to be worth keeping a very beady eye on; what a team.
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"I have been an avid gamer since the advent of Pong in 1972. At their best, videogames strike me as a form of art. Like all art, they can augment outer reality and shape our inner reality—but they do this by the very nature of the fact that they are not reality but a Place Apart. Being awestruck at "Halo" does not entail awe any more than "grieving" for Cordelia entails grief. Rather, art at its most serious is a sort of exercise, a formative practice for life—like meditation, only more fun." WSJ review of Reality is Broken; negative, but acute.
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"Unless the behaviours and personalities of these things that compute are designed well enough the things that are not so good about them or unavoidable have the potential to come across as flaws in the object’s character, break the suspension of disbelief and do more harm than good. Running out of batteries, needing a part to be replaced or the system crashing could be seen as getting sick, dying – or worse – the whole thing could be so ridiculous and annoying that it gets thrown out on its ear before long." Lots of cracking stuff in this: designing personas, making personalities that aren't annoying, persona-design as role-playing or improv.
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This is a really good checklist for what modern URL design looks like.
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"In the process I came up with “Network Realism” which may or may not have legs, but I think it does and I like it. What it was, of course, was what I’d actually been talking about all year: time, and how it’s just as broken right now as our business models—broken by the network—but what’s interesting is how we’re coming to terms with it, artistically, culturally, and technologically, and what that might mean in the future. 2011 is going to be all about time."
James has had a good year.
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Kars on games, cities, and biology. Lovely. And: he's exploring game-design for *pigs*, which makes me impossibly excited.
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"In their wisdom Sega had connected the console’s power board to the console with six wibbly-wobbly pins and made the disc tray’s lid switch from wishes. Dummying data to the edge of the CD was the least you could do for the asthmatic old dear’s clunking and whining laser." Wonderful piece from Five Players on Dreamcast piracy – and how the pirate community kept life in an undersupported piece of magic.
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Jonathan Blow's game prototypes; some interesting stuff here, especially in the READMEs.
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"Please don’t believe any of this. Go instead to the data and have a look for yourself." Which is, for this audience, a very good way of putting it.
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"This is what the next generation of the mega-selling phone will look like. They'll be rough facsimiles of the high-end smartphones forged for well-heeled buyers, stripped of fat and excess—an embodiment of compromise. They'll be 90% of the phone for 20% of the price, with FM radios instead of digital music stores, and flashlights instead of LED flashes. This is how the other half will smartphone, if you want to be so generous as to call the developing world's users a half. We're not even close." Yes.
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"Sahel Sounds rounded up music salvaged from the discarded mobile phone memory chips in West Africa." Wow; the after-life of dead electronic media made real.
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"Board games are different. Sure, while you might love a board game for the sense of immersion it provides, or the way the game lifts off the table and fills the room, you also might love it for how beautiful the mechanics are. It’s like looking inside a clockwork watch. That fascination, as you see how all the pieces fit together, how everything is timed to perfection, how balanced it all is. With a beautiful board game design, you can love it for that craftsmanship you can feel with every turn." Yup. But, of course: this is, increasingly, why I like any game. It's just much more visible in boardgames – where you have to wrangle the rules yourself. And everything else – the immersion, the involvement – will come too; it just comes from that clockwork heart.