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"Yesterday was the inaugural papercamp in London, alongside its big sister bookcamp. I presented a half bookish half paperish presentation about travel guides. What I forgot to mention or make explicit: how there are totally different stages and needs for guide books – especially pre-booking, pre-travel, during travel, during holiday. So here is, from memory, what I talked about, with a few additions:" This was jolly good, an a neat branching point between the Paper and the Books.
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Lots of corrections. addenda, and general props from John Romero (who has a sweet personal domain) about the Game Developer article from 1994 linked to recently. Some interesting stuff, including commentary on the NeXTStep screengrab, some of the internal toolchain, and a few clarifications about the id/Apogee/Softdisk relationship.
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"We aim to re-start production of analog INTEGRAL FILM for vintage Polaroid cameras in 2010. We have acquired Polaroid's old equipment, factory and seek your support." They're serious. Wow.
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"A Ruby library that wraps the Viapost SOAP API, providing an easy way of sending post (you know, real letter box post) from your applications."
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Gosh, this is beautiful. I watched it, and the world stopped for a moment.
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"Teams from around the globe have analyzed figures and come up with a secret formula for App Store success. I share these findings today, ABSOLUTELY FREE. Success is made up of: a FLASHLIGHT…. and DIRTY WET FART SOUNDS!!! Tweetie is the only app that bundles together these two incredible features FOR THE VERY FIRST TIME." Amazing. I must get this!
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You'll need to sign up for Issuu to download it, but basically: it's a zine, it's aimed at men, so it's a men's zine, I guess. Some nice spreads, a consistent tone, and a hand-drawn map. Not ironic, just full of things.
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"I mentioned I’ve learned some rules of how database apps change over time, now that I’ve done a few dozen. They are:" Some interesting thoughts on how cruft builds up over time in database-backed web apps; I can't say I disagree entirely.
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"Imagine it: instead of text adventures and MUDs being designed to entertain MIT students and 23-year old computer engineers, they fall into the hands of bored housewives and teenage girls… This time there are romantic text adventures, digital doll's houses, dating games. Card deck games where you collect friends, or Versace. The trend continues and the licences that get picked up are not action movies, but those of popular soap operas: Not just hot teenage stuff like 90210, but Guiding Light, Days Of Our Lives, and One Life To Live. This is a games industry completely different to our own, and yet somehow… plausible." Jim Rossignol on the soap-as-game.
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Leonard Richardson's talk from QCon, about REST, his work on Canonical's Launchpad and its web service, and some useful history for anyone wanting to contextualise web services as part of the web.
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"Starting a new column reprinting classic Game Developer magazine articles, this January 1994 premiere issue article goes behind the scenes of Id Software's Doom, talking to John Carmack and revealing technical specifics of the seminal game's creation." And it's cracking – lots of great detail, some neat ironies, and quite a bit about the id team's fondness for NeXT workstations.
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Consolevania is over. A shame, but they make their case well, and it was lovely when it lasted.
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"We’ve generated what we call the Personal Annual Report for all our users. It’s a unique-to-you PDF of data, visualisations and factoids about your travel in 2008, that we’re delivering over the next week via email to every Dopplr user who travelled in 2008. To give you an example, we thought we’d show you the Personal Annual Report of someone who’s had a very busy 2008 – President Elect Barack Obama." This is super-awesome. Can't wait for mine, no matter how small it is.
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"Your argument did not address my own, but nice try". I think I'm going to need this in future.
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These are lovely. The more I think about this, the more I like his Die Hard poster.
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"The purpose of this analysis is to determine the evolution of gravity in the Mario video game series as video game hardware increases." Not super-accurate, but not bad; the bit when it starts the comparison against GPU word length is a little silly, perhaps. But otherwise: fun!
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"Whiskey Media provides fully structured data APIs for the following: Giant Bomb (games) Comic Vine (comics) Anime Vice (anime/manga)". This is a really good page for both explaining what you can and can't do, and explaining what the damn thing is. Wonder how good the data is?
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"Have you ever wanted to sink your hooks into a gaming database full of release dates, artwork, games, platforms, and other sorts of related data? I'm going to guess that, for the bulk of you, the answer's probably no. But if you're out there wondering what to do next with your developer-savvy smarts, you've got another big source to pull data from. The Giant Bomb API is now available for non-commercial use." Giant Bomb really are doing some pretty interesting stuff, alongside their more traditional content.
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"Customers seem to respond better to the Sims than all the adventure games ever made combined together. Then there are Bejeweled and Peggle and other game games. Who needs a stink’n story? I prefer making interactive stories." The writer of "Dangerous High School Girls in Trouble", interviewed on RPS, drops an interesting one.
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"The baseline grid. Oh yes, the baseline grid. Let's be honest this is the sort of thing you know you need to know about. And you do know about, you know, sort of. But. Do you really know about it? Of course you do if you work on a magazine or a newspaper, but when was the last time you used one? I almost re-taught myself how to use a baseline grid. I certainly re-read all about it and it pretty much saved my life." Ben, on the details of The Paper. Good stuff in here.
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"This is by no means an exhaustive list, just a start. In each of these you’ll find other resources to help you dig deeper." Which, right now, is what I need. For a former front-end-dev, I'm a bit behind the curve.
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"So we’ve progressed now from having just a Registry key entry, to having an executable, to having a randomly-named executable, to having an executable which is shuffled around a little bit on each machine, to one that’s encrypted– really more just obfuscated– to an executable that doesn’t even run as an executable. It runs merely as a series of threads." Fascinating interview with a smart guy, who at one point in his life, did some bad (if not entirely unethical) work.
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"I do think that during the coming years we will continue to try to bridge the gap between simulated musicianship and real musicianship. That said, the path there is not obvious: As the interactivity moves closer to real instrumental performance, the complexity/difficulty explodes rapidly. The challenge is to move along this axis in sufficiently tiny increments, so that the experience remains accessible and compelling for many millions of people. It’s a hard, hard problem. But that’s part of what makes it fun to work on." There is loads in this interview that is awesome; it was hard to choose a quotation. Rigopulos is super-smart.
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"On June 17th, every year, the family goes through a private ritual: we photograph ourselves to stop, for a fleeting moment, the arrow of time passing by." Perfectly executed.
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"The Bop It commands are called out in different tones. These tones differ from version to version as well. In Bop It Blast, distinct tones are employed by both male and female speakers." I did not know that.
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"A couple of other examples of this kind of thing we like, are the bookish experimentations of B.S. Johnson, whose second novel Alberto Angelo contains both stream-of-conciousness marginalia, and cut-through pages enabling the reader to see ahead – possibly the most radical act I know in experimental books." Yes! And which I bang on about interminably. I love this stuff.
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"These sketches should make Arduino-based web-controlled home automation, and remote-responsive spaces a lot easier. The advantage of working with an ethernet shield is that you no longer need to tether the Arduino to a computer in order to access Pachube and other network services!" Some useful examples, to be returned to.
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"In one moment the game had broken the tacit agreement between us. It had failed to respect my character decisions, it had made a pretense of allowing me to define whether Faith violent or not only to pull the rug away at the vital moment and strip all control from me. It lied. Any actions I might have taken to avoid combat up to then were for nothing. It had failed to show me respect so had lost mine." Breaking the unwritten contract with the player is definitely a bad thing, and I didn't notice this – but only because I'd not been aiming for the "no kills" achievement.
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Japanese Bioshock commercial. Nifty: no in-game footage, but there's something that feels like it overlaps right.
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"Picking out political buzzwords from 2008 is like shooting moose in a pigpen. The fundamentals were so dizzyingly strong, it could be tough to keep them all straight." Good selection, though, both political and non.
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"Waveform Series is the laser-cut shapes of the waveform of the sound in sound editing software environment. I used some human sound such as yawn, atchoum, giggle, wow, and the sound of church bell." Utterly, utterly gorgeous.
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"A Mac OS X Leopard developer tool for debugging HTTP services by graphically creating & inspecting complex HTTP messages." Oh, that could come in handy.
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Lovely way to generate pages for your github projects – and to do so as a branch of said project. Clever.
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"CCP Games has uncovered an exploit in Eve Online that survived in the game for 4 years and may have had a massive impact on the game and game economy." Read the links for more details; suffice to say, EVE is going through a major economic upheaval right now; exploits that have lasted for four years are no longer viable, and everything's getting very expensive. Sound familiar?
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"Semi-jestfully I would talk with my friends about how stupid it would be to get an I <3 Helvetica tattoo… an even stupider idea would be to get it as a tramp stamp. Well, I got good reviews from my posse and impulsively I got it last night…" Oh boy.
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A nice post to end the year from Kars – it feels like a top-trump of so many things that have risen to the surface in my head in 2008.
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"Today is a fairly momentous day in the history of Ruby web frameworks. You will probably find the news I’m about to share with you fairly shocking, but I will attempt to explain the situation." Yehuda Katz weighs in with a great, informative post.
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"Merb and Rails already share so much in terms of design and sensibility that joining forces seemed like the obvious way to go. All we needed was to sit down for a chat and hash it out, so we did just that." No, really. Not an April Fool. It sounds like the architecture changes that are going to be made are going to be a big win for Rails 3. Looking forward to it.
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Not concerned with the Javascript bundle, but the Vibrant Ink syntax-highlighting link is lovely.
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Because I've never known how to spell it until now, and it's one of my favourite words.
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Very beautiful, and, so far, very sensible implementation of touch interactions. Looking forward to playing much more of this over the holidays.
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"Tears shouldn’t be our goal. Stories don’t need to be our tools. The majority of art forms don’t rely on narrative for their emotional impact. Stop and think about that for a second. The games industry tends to draw on such an amazingly limited roster of inspirations that it’s easy to forget it. But our obsession with linear, story-based – word-based, even – non-participatory art at the expense of all the other forms makes life so much harder for games, and it makes me crazy."
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"Modern day awesominers know there are actually 118 fundamental "awesoments" that compose all good things. The Periodic table of Awesoments can be a very useful tool. It's designed to show the relationships between awesoments, and often one can even predict how awesoments interact simply by their positions on the table."
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Very good – some good stuff around how the library works, but also lots of basics around how to optimise Javascript.
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Gerard Way reviews Left 4 Dead on My Chemical Romance's (totally excellent) blog.
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"Left 4 Dead is out
Friends kill zombies together
Is it worth getting?"
Yes Gerard, it is. -
"If you want a recipe for restless sleep, I can give you one. Add one part “what will my wife think” with 3,000 parts Benjamin Franklin; stir in a “beer anytime you damn well please” and top with a chance at financial independence."
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Um. An "artwork/game/digital poem/world of scribbles" from Jason Nelson. Stop trying to "get it".
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"My Favorite Book Covers of 2008" Some I'd seen before; some I'd not. Some very beautiful things here.
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"I come from a software background, as well as an artsy-fartsy one. I want to see games as art, but they’re also supposed to work as logically-constructed bodies of code. And in a lot of cases, reviewers need to see them as software rather than as art. Here’s why…" I think Steve has some good points here, but I'm not totally swung yet; after all, games might _be_ software, but do we _experience_ them as software? I'm not sure that we do, and that's why we respond to them in the manner we do.
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"The ultimate resource in grid systems."
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Pretty much spot on. Especially when it comes to GRIMDARK PIRATE COMICS.
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"Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
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"a poster-sized calendar with a bubble to pop every day". Yes please!
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Lovely, interesting article about The Last Express; some nice notes about the production process, the problem with setting games at the turn of the century, and juggling as bonding. Interesting how many lessons from the game still have relevance to modern gaming, and I love the "small space, mapped perfectly" ideal.