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"For the past three decades, Popovich has been one of a secret tribe of big game hunters who specialize in stealing jets from the jungle hideouts of corrupt landowners in Colombia, Mexico and Brazil and swiping go-fast boats from Wall Street titans in Miami and East Hampton. Super repos have been known to hire swat teams, hijack supertankers and fly off with eastern bloc military helicopters. For a cut of the overall value, they'll repossess anything." As jobs go, this one is pretty extreme; it's a great article.
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"There is one thing that our current consoles are terrible at; lighting. Our current lighting solutions are improving, but for the moment we have much difficulty simulating indirect lighting, especially in real-time… To hide this problem, we tend to instinctively desaturate everything. The mere presence of saturated colors unbalances the rest of the image. Since we often have some form of ambient occlusion in our environments, this visual effect makes the game look more visually convincing." And so: everything is brown.
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"There've been studies on how gamers actually become better business leaders," she says. "They're very familiar with that creative, collaborative team space that's so much a [part of] our businesses." And creative, unstructured play means letting players fail, she asserts.
Giving players the opportunity to have failure states — not just a "strict message that's being delivered" — is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.
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Castronova's paper on whether the Law of Demand, as it works in the real world, also works in the virtual.
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Ryan North makes a little poem dedicated to the COALESCE function in MySQL. He's right: it's super useful.
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"Local devs, running local services, but how to share with everyone in the room?" Answer: rebuild all your tools to work across Bonjour. Slightly bonkers but very cool.
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"When we assembled a focus group of Xbox Live players, they immediately asked for one feature we hadn’t even considered – in-depth tracking of the groin area, for post-kill celebrations. We were proud to help them find a new revolutionary way to teabag – and believe me, these ain’t no waggle controls." Hardcasual goes for the soft targets, as usual. Ahehe.
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Seriously, Harmonix' character design is just amazing, and this movie – just the _intro_ movie to Beatles Rockband – is making me care more about that band than anything in my life has. Harmonix are gods.
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"He's going to like that album, and then he's going to ask you about The Police, and he's going to want to know why they aren't together anymore. How are you going to explain what happened to Sting? You know, when he started singing about turtles and ponies and became an obsessive Beanie Baby collector. What are you going to say?" Bill doesn't want to have to explain Sting to Eli.
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"To justify such an investment in time, a game would not only have to match the content of the course, but provide a learning experience that couldn't be accomplished through reading, writing and class discussion." Todd Bryant on how he integrated playing games into his teaching programmes; some nice ideas in here, notably using MMOs for language tuition, and some commentary on the suitability of various titles for this sort of thing.
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"Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
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"I have this idea in the back of my head — a fool idea of course — that one day, people with the power to do something about it might stumble across the notion of "a stable business ecosystem," and conclude that actually, to sustain industry growth and survival, you might conceivably, you know, want to let developers potentially make a buck from time to time, even if publishers and retailers have the power to strangle them. That rewarding development success breeds more development success, and gives heart to those who want to create good games." I knew about 3D Realms (which is a shame), but not about Gamelab (which is also a shame). Also: Greg speaks Truth.
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"…removing the screws made it clear that the magnetic zones serve a second function. When my screwdriver slipped, the screw didn’t fall into the depths of the case. Instead, it flew right over to the magnet, and I was spared the pain of extracting a three-millimeter needle from an expensive electronic haystack."
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James Box on interaction design as behavioural modifier. I really enjoyed this – mainly for its thoughts on architecture, branding, marketing, copywriting, rather than just on pure IXD. Some interesting products in there, too. Worth another look.
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"I think there's a lesson here: doing something in hardware isn't automatically cool, particularly for kids. It's harder to make things happen, so we veteran geeks get a thrill from it. We think that because it's physical, real, and a Robot, kids will automatically be excited. But for kids who are learning, and who don't appreciate the significance of the challenge, it's just hard and unrewarding."
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This is exactly the kind of thing I was talking about around a year ago – the value of bespoke, beautiful UI to interact with mundane code; people aren't just paying for software here, they're paying for interaction design.
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"…these various numbers are tossed around like so many doggie treats, so I thought I'd take Google Sketchup out for a test drive and try to get a sense of what exactly a trillion dollars looks like." A nice, simple piece of amateur informatics that is a good wake-up call.
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Margaret's slides from GDC2009. Even without the notes, there's clearly some great meat here, and "Stop Wasting My Time And Your Money" has some stonkingly good moments – notably, the discussion of the HL2 lambda, and a great, great Sam Beckett gag.
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"Dubai threatens to become an instant ruin, an emblematic hybrid of the worst of both the West and the Middle-East and a dangerous totem for those who would mistakenly interpret this as the de facto product of a secular driven culture." Which puts it nicely, but god, this is depressing.
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Very, very good – reminds me a bit of Galcon, but it's much more resource-driven and less twitchy. Nice and simple, and well-executed.
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"Arrrr me harteys. Thar be a meatship ahead in the oven…. Floating high on the 17,000 calorie seas, made with Bacon, sausages, pastry, mince, it's all meat, and it's coming to rape and pillage your arteries! Har har!" Uh-oh.
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"The key point, it seems to me, is to recognize that gameplay has tonality. Just as music, a non-representational medium, can evoke certain moods and emotions, game mechanics can elicit emotional states." Some good thoughts here about games as Gesamtkunstwerk.
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"The only difference between the end of Pownce and the end of Magnolia was that just one of those pieces of plug-pulling was planned. From the perspective of the people running those services, that’s a huge difference. From my perspective as an avid user of both services, it felt the same."
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"The game's hook is quite simple: upper-case Helvetica words fall slowly from the top of the screen, and you drag a missing letter from each to its properly kerned spot. The closer you are and the faster you manually drop the word, the better you do. Miss your goal by an inch and you lose a life… errr, ligature, which you can gain back by being right on the spot." Hah! Must try that.
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"Economics has been defined as the science of distributing limited means among unlimited and competing ends. On 12th April, with the arrival of elements of the 30th U.S. Infantry Division, the ushering in of an age of plenty demonstrated the hypothesis that with infinite means economic organization and activity would be redundant, as every want could be satisfied without effort." Remarkable article; fascinating for its subject matter, when it was written, what it describes, and the patterns that hold up inside such a regimented economy. A must-read, really – can't believe it took me so long to get around to it.
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"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality– the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide– that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
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"It's an easy, irresistible, almost childish pleasure: the ground meat dissolved into a dark blood-red sauce until they are one and the same; no hacking, slicing or cutting needed; a slurpy goodness; the oily bolognese hanging on to the slippery pasta; guaranteed joy in a world that's just ruled it out." Recipes for ragu.
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"Suddenly, instead of Pong, Nolan Bushnell unleashes a stark, monochrome rescue challenge on the world. AVOID MISSING PRINCESS FOR HIGH SCORE burns itself into the brains of a generation. A couple of sequels expand the world of this strange new hero and, keen to bring its popularity to bear on the 2600, Atari execs strong-arm Warren Robinett into populating Adventure with mushroom monsters and making the green dragon friendly." Delightful alterna-history from Margaret in her Offworld column.
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"Soon enough, amid the daily grind of his obsession, he would see in the game itself a way out of the bleak hole he had fallen into. He would take a clear-eyed, calculating look at what he and his fellow players had been doing all those months—at the countless hours they'd given over to the pursuit of purely virtual but implacably scarce commodities—and he would recognize it not just for the underexploited form of productivity it was but for the highly profitable commercial enterprise it might sustain." Fantastic article from Julian Dibbell on IGE, the massive real-money trading operation.
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"We will both have to take responsibility for our consumption. A product that keeps working for longer uses less-resources in the end. The key ingredient to all this is quality. To make something well, you know, the best you can do. To go the extra mile that it takes to do that. Every stitch, every zip, every little feature considered. The weakest points made strong. Then, and only then, have we made something that will last the test of time. Guaranteed for a minimum 10 years. Each product will come with a hand me down contract. You will sign who you want to leave the product to. This is legally binding."
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"Trust begins when I can see the design intention of an application." Great stuff from Rands on how sync should work – namely, in the dumbest way possible – and what building trust into application design looks like.
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"Throughout most of the year, gaming is distraction and entertainment. November separates the proverbial patriarchs from their upstart offspring. In November, the Gamer! and the With Job! blur. I spend my ill-defined work hours thinking, talking and writing about games. And the time I'm playing games become a form of work – a struggle to keep up no less frenetic than that of the clock-manager in Metropolis." This year's November release schedule was crazier than most, too.
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"the brains behind the siduhe bridge decided to ignore all those options and break another record instead. they attached the 3200ft cables to rockets and accurately fired them over the valley, becoming the first people to do so." Woah. The photographs are awesome.
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"China's State Administration of Taxation announced that it will impose a 20 percent personal income tax on profit from virtual money." Woah, the 21st Century really did hit, didn't it?
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"Each face is made of approximately 150 million tiny carbon nanotubes; that's about how many Americans voted on November 4." Science saves the day, yet again. Or something like that.
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Microsoft no longer offer Windows 3.x licenses (and obviously haven't offered support for the product for a while). Program Manager, File Manager, come in; your time is up.
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"Pretty sure I'm not the first person in the universe to come up with this idea, but I've yet to see another connect-the-dots tattoo." Beautiful.
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"It’s somewhat embarrassing, but that’s how I got into economics: I wanted to be a psychohistorian when I grew up, and economics was as close as I could get." Paul Krugman, you are the best.
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"The Theory of Interstellar Trade is a paper written in 1978 by economist Paul Krugman…. Krugman analyzed the question of 'how should interest rates on goods in transit be computed when the goods travel at close to the speed of light? This is a problem because the time taken in transit will appear less to an observer traveling with the goods than to a stationary observer.'" Paul Krugman, winner of the 2008 Nobel Prize for Economics, is officially awesome.
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"The New York Times Magazine food issue had plenty of fun this weekend; Looks like photo editor Kathy Ryan gave photographer Martin Klimas a 22-caliber rifle and told him to embrace his anger. He decimated an ear of corn, an apple and a pumpkin so thoroughly that the editors could not decide on a favorite." Beautiful.
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Strategy game that requires you to work within the boundaries of limited – but potentially powerful – AI, and act as a guiding "real intelligence" for your ships.
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"Brownjohn had never worked with live action before, nor had his animation assistant Trevor Bond. Using techniques taught by László Moholy-Nagy, Brownjohn's team beamed light over three separate models; a belly dancer, a snake dancer and a model for close-ups." Short blogpost – with archive behind-the-scenes images – on creating the title sequence for Goldfinger.
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"LittleBigPlanet lets [players] run wild, with unprecedented results, but it locks the majority out of the creative process, because it's time-consuming and simply not very enjoyable. We hoped it could do both those things. That it doesn't isn't the let-down it might have been, thanks to the untamed community of brilliant nutjobs that's already out there, appending their DIY masterpieces to this beautiful, mildly flawed, magnificently multiplayer platform game. We salute them, we salute Media Molecule for making it possible for them, and we salute Sony for its total commitment to this brave, hare-brained project. But mostly, we're just happy to see a flagship game for a modern system that's about running from left to right and jumping over things."
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"This week’s 1UP FM is a fascinating round table/interview with Jonathan Blow, David Hellman, Rod Humble, and Sean Elliott and Nick Suttner from 1UP… If you’re at all interested in Braid, experimental game design, or the ethics of games you should go listen now." In the meantime, Ben Zeigler has provided some excellent annotation for us all.
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"Over the last few years, there has been a big shift in power and success away from independent studios, and towards in-house, publisher-owned studios. This has been driven by several things, sound economic reasons, competitive reasons, and because the strong independent studios had done a good job at creating a slew of new IPs (which publishers were eager to snap up, as always). In my experience relatively few people in the games industry realise this… So, what’s next? What’s going to happen over the next 3-5 years?" Adam on the business of the games industry, and what's facing it next.