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"Its weird really. You’re standing there in front of something, perhaps its an ancient artefact, buried for thousands of years – perhaps its a mummy, partially unwrapped. A real human being, you can see their face from all those years ago, see how they lived, what they ate. History, right there… But whatev’s. Look! There’s a telly over there!" Yep.
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Brian Sutton-Smith has died; this is a solid – and impressive – obituary.
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"We need to be armed not only with outrage at the intrusion but with the opinion that every financially motivated imposition is a missed opportunity to enhance the city we live in. Services on our streets are always in change, post boxes and pay phones are becoming antiquated, but there is a real and exciting potential for these spaces to become something else, something human, something exciting and most importantly, something for us." Cracking post from Ben about Renew's bins, some of what we learned in Hello Lamppost, and how people do – and could – engage with the cities they live in.
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This is marvellous: Tog on magic and software, and what one can teach the other. The stuff about perceived time periods, and also on distraction, is particularly great. It's not just about the functionality: it's about how you present it; showmanship all the way down. (And: I like the reminder about the kinds of honesty that are important, in order that dissimulation still works0.
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Excellent, thoughtful article from John Allspaw on what experience in software engineering really looks like. Valuable reading both for software engineers, and also for the people who work with them.
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"Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams – and, as Chris points out, when they do, it's for seams between all their own products.
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"As amazing as it was to find the disk, the file was corrupt and couldn’t be read; all attempts to view the now 20 year old animation failed. It was part one of a science fiction saga titled “Porth” that our friend Cory had made by stretching the animation tool to the absolute limits. To say the least it was worth putting some effort into saving this file." Data archaeology.
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"I have this colleague of mine who is an avid rock climber, and I’m trying to get him to play GIRP. He says that what I’m saying is like, “I’ve come up with this new formula of crack that’s ultra-addictive; why don’t you try this new crack I’ve cooked up?”" Wait, Bennett GIRP/QWOP Foddy was in *Cut Copy*?! Awesome.
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"…another Monorail Society Exclusive!" The decision, you might have guessed, is turning down a monorail. Does sound great, though, and easy material for writing alternate-pasts.
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"Unlike the movies that influence it, LA Noire takes place in a world where editing hasn't been invented yet." Really good writing from Tom Chick; this was perhaps my favourite quotation. I genuinely wonder how many people playing this game have never played a "proper" adventure game – be it an old Sierra point-and-click, or something from the Phoenix Wright/Hotel Dusk school. Chick's line about the matchbook is exactly the thing adventure gamers got fed up with in the *late nineteen-eighties*. We don't need the bad parts of Sierra coming back to haunt is.
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"This is the S2H replay; an activity monitor/pedometer thing that does a similar job to the fitbit. Except it feels way more like the future than the fitbit because it's cheap, fashiony and simple. And you they'll actually deliver one outside the US." I like "fashiony" as both an adjective and a watchword. The S2H sounds pretty nifty, too, and Russell's write-up is great…
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"Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice – some sensible, some common sense, some insightful, some entertaining – on writing. And: much of it applies to other creative disciplines, too.
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"Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
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"I'm imagining that Curling is project management: sweeping in front of the stone to both clear a path and influence the direction, but without touching it; a good curling strategy is to both knock the competition out of the way and get closer to the target, sometimes with different stones; …plus you can drink and smoke while you play"
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"So to come full circle with the sense of dissatisfaction with open world games: I think the way we experience them, by comparison with linear games, says something about how our gaming imagination functions. We seem to understand that when linear games point us in a certain direction, that’s the way to go. When an open world game appears, its very structure suggests something about how we should behave, or want to behave, and predisposes us to judge on the basis of how it entices us to go somewhere that the game itself hasn’t suggested, and on how it then deals with that action." Jim on open-world gaming.
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"While creepily capitalist in its language, the scholarship within it is sound – echoing theories that Jacobs, Alexander others presented decades ago. What’s more – it contains a lot of the same arguments for iterative design that you see in traditional game design tomes. (For a special treat – try replacing the phrases like “destination” and “retail” with “MMO” and “boxed-game”)"
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"Appfrica Labs is an investment company and software development firm that facilitates and incubates technology entrepreneurs in East Africa. We do this by offering a physical space with a solid internet connection, servers, software and computers that allows entrepreneurs a place to develop their ideas in a constructive environment with industry professionals as mentors, outside of school. Entrepreneur projects are refined and prepped to help them secure funding and launch sustainable, profitable businesses." I met Jon who runs Appfrica at TEDGlobal last week; it's a great idea and, by the sounds of things, doing very well.
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"‘sdfsdf ‘means, I would argue, ‘I am testing’, or even more specifically, ‘I am now testing what can be seen’. It’s another performative expression because there is no semantic distance between typing this string and doing what it says, in the same way that there is no semantic distance between saying ‘I do’ in your marriage vows and actually performing your marriage vows. Saying is doing."
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"But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
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"You are a web programmer. You have users. Your users rate stuff on your site. You want to put the highest-rated stuff at the top and lowest-rated at the bottom. You need some sort of "score" to sort by."
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When this is on Threadless, I am getting it ASAP. (Although: Ken's super should be a Shoryureppa, not the Shinkuu Hadouken that belongs to Ryu). I think this might be called "splitting hairs", though.
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Some great notes from Dan Heaf on Clay Shirky's talk a week or two ago; I particularly like the notions of building not-quite end-to-end functionality, forcing the user to do something for themselves.
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"“The User Illusion” is what Alan Kay and the PARC designers called “the simplified myth everyone builds to explain (and make guesses about) the system’s actions and what should be done next.” Nørretranders says the user illusion is “a good metaphor for consciousness. Our consciousness is our user illusion for ourselves and our world.” The world we experience is really an illusion; colors, sounds, smells, tastes, etc. are interpretation made by our brain." This sounds interesting, if a challenging read.
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This looks very, very interesting. Yes, it's IF, but it looks like it's pushing that genre quite far.
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"There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story." Excellent Emily Short piece on Blue Lacuna
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"Established by rock band They Might Be Giants (TMBG), Dial-A-Song consisted of an answering machine with a tape of the band playing various songs. The machine played one track at a time, ranging from demos and uncompleted work to fake advertisements the band had created… Due to the nature of an answering machine, only one caller could listen to the current song at any given time. This had been noted as creating a special bond between the song and the person calling as it is playing just for them… John Linnell stated in an interview in early 2008 that Dial-A-Song had died of a technical crash, and that the internet had taken over where the machine left off." How did I not know this? There is nothing about this that is not brilliant.
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"This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
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"Murphy was also rumored to have been attempting to supply his castmates with pain pills. When asked about the rumors, Dwayne “The Rock” Johnson, playing “The Tank” in the film, said, “Eddie was just achievement-boosting. Anything else is a rumor, plain and simple.”" Hardcasual, again, I love you.