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"The amygdala is the “fight or flight” and emotional memory part of the brain. Its job is to protect by comparing incoming data with emotional memories. An amygdala hijack occurs when we respond out of measure with the actual threat because it has triggered a much more significant emotional threat." Wow, there's actually science behind that feeling. Useful to give it a name, too.
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"This is why I tell people over and over again: you cannot trust what you see even with your own eyes. Your eyes are not cameras faithfully taking pictures of absolute truth of all that surrounds you. They have filters, and your brain has to interpret the jangled mess it gets fed. Colors are not what they appear, shapes are not what they appear (that zoomed image above is square, believe it or not), objects are not what they appear." This is crazy – and one of the few optical illusions I've seen that still works when zoomed-in super close. It's so hard to make head or tail of.
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"So, to sum up: Transformers: Revenge Of The Fallen is one of the greatest achievements in the history of cinema, if not the greatest. You could easily argue that cinema, as an artform, has all been leading up to this. It will destabilize your limbic system, probably forever, and make you doubt the solidity of your surroundings. Generations of auteurs have struggled, in vain, to create a cinematic experience as overwhelming, and as liberating, as ROTF." This review is, essentially, amazing, and has elevated ROTF to a must-see for me.
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"I'm continually drawn in by the belief that everyone finds their own way through life, age, cities, networks, whatever. And as Meehan's tale recounts, it's the whispers we leave on the wind that entice others to follow our hints." Just go and read the story; it's wonderful, and the fragments George picks out so carefully constructed. That made my evening.
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"Even the platform holders are excited about the potential for social networking to tie into games. At E3, Microsoft proudly announced integration of Facebook, music network Last.fm and Twitter with Xbox Live. The latter pair are fairly irrelevant, admittedly. Last.fm is solely a music service, while Twitter isn't actually a social network at all – it's a one-to-many broadcast system, which isn't quite the same thing." Oh. But that's where you're wrong, Rob. Sorry.
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'“The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”' Masses of good things in here – think I've quoted it elsewhere – but it's not on my Delicious, so in it goes.
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"DFC's main takeaway from the study is that the flexible, quickly-adaptable nature of online distribution services like Steam allow for developers to use a broad variety of promotions and incentives to keep their game communities fresh; individual promotions like the Survival Pack had a positive effect on both platforms, but it was the one-two punch of that DLC plus the followup free weekend through Steam that had the most meaningful impact on the game at any point on either platform."
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Art of the Title interview the chaps behind Wall-E's end credits, which knocked me out the first time I saw them, and still give me the loveliest buzz to this day.
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Generates a tiny file to do the most basic things, from the looks of it.
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"Multiplayer online Benny Hill. Please, game modding community, hear my cry." +1 to this, methinks.
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"This is a website expressing my personal views – through a selection of opinionated observations and arguments. I’ll be including stories I like, ideas I find fascinating, work in progress and a selection of material from the BBC archives." Adam Curtis has a blog.
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"Storytelling began as ceremony and evolved into ritual. It was commercialised in the middle ages, became big business in the 19th century and an international industry in the 20th. Today it is the ubiquitous wallpaper of the postmodern era." I still think there's some separation of plot/narrative to be considered, you can't deny Schrader makes some sensible points.
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Yes, they are.
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"Finally, if one can wrap a game around a complex issue like the national budget and engage that many young people, we should be able to do the same with other important policy issues, from climate change to health care. The budget was about the most boring issue one could take on compared to Lost, Heroes, World of Warcraft, or playing Moto Racer on the iPhone." Really interesting set of conclusions from a large-scale serious game.
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"There was once a world of living robots. But one day a bad accident occured in the main power generator. The world fell into a deep sleep. Bring life back to the world!" Wonderful animation and art design, and a charming little game. It'll take you about 10-20 minutes. It's brilliant.
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Dustin Curtis didn't like the American Airlines website, and complained on his blog; a UX architect from AA gets back to him and explains how things are; Dustin responds. I need to write something longer on this, but in a nutshell: I understand Dustin's position, but it feels naive, and I think he confuses corporate culture with business practice. I want my airline to have a corporate culture of conservatism and fustiness, just like I want my bank to be severe and serious. That doesn't meant their website has to suck, but it also doesn't mean that their sucky website is their CEO's fault.
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"ART & COPY reveals the stories behind and the personal odysseys of some of the most influential advertising visionaries of our time and their campaigns, including Lee Clow (Apple Computer 1984, and today’s iPod); Dan Wieden (“Just Do It”); Phyllis K. Robinson (who invented the “me generation” with Clairol); Hal Riney (who helped President Reagan get re-elected); and George Lois (who saved MTV and launched Tommy Hilfiger overnight). Directed by Doug Pray (SURFWISE, HYPE!, SCRATCH), ART & COPY captures the creative energy and passion behind the iconic campaigns that have had a profound impact on American culture." Sounds good – Scratch was excellent.
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"I hope you find this overview of the future timeline of Facebook Usernames useful to understand where this exciting feature is going in the future, how our industry will adapt and respond to this sort of innovation, and how our tech trade press will hold the powerful company's feet to the fire as this sort of capability becomes mainstream in the years to come." Meanwhile, Anil Dash drops the awesome.
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"This is what Tim O’Reilly warned about in his definition of Web 2.0. He said that one of the new kinds of lock-in in the era of [cloud computing] will be owning a namespace." Chris Messina, being thoughtful about the Facebook Usernames issue…
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"We write and listen and play music in a cultural environment in which there's intense excitement and anxiety around the idea of music as a social object, not just a commercial one… in order to understand better the ways in which songs are becoming lines in listeners' conversations, we need different ways of thinking about how they've played that role for musicians too." Tom Ewing on music as fanfiction.
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"After she left, the school began to switch away from Acorn computers to Windows PCs, and computing at school became less and less about actually wrangling the machines for their own sake: programming went away, to be replaced by word processing and the other kinds of useful activities which I'm sure helped a lot of pupils gain the kind of computer literacy they needed for the real world, but it wasn't the kind of computer literacy I needed. I needed the more abstract, joyful, engagement with computers that Sister Celsus provided, and which could only have been provided at the end of the 80s." A lovely post for Ada Lovelace Day from Matt.
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"In this series I showcase a number of portraits of musicians made out of recycled cassette tape with original cassette. Also included are portraits made from old film and reels." Just gorgeous.
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"With this unique book, programmers, administrators, and others who handle data can learn by example from the best data practitioners in the history of the field. Modeled after O'Reilly's highly-acclaimed book, Beautiful Code, Beautiful Data lets readers look over the shoulders of prominent data designers, managers, and handlers for a glimpse into some of the most interesting projects involving data. In an engaging narrative format, the authors think aloud as they explain their work, highlighting the simple and elegant solutions to problems they encountered along the way." Oh. This could be lovely.
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This is both good and bad in places; I'm not totally convinced by the "What would players rather shoot — a wall, or a Nazi?" argument, but I'm very interested (as per my previous writing on Far Cry 2) in notions of non-player characters as protagonist; the player as lens through which story emerges, rather than hero of said story. Stuff to think on, for sure, but I'm still working out how to respond to this; I'm not sure it fulfils its goal of discussing "how writers and designers can collaborate smoothly and successfully"; it just shows me some examples.
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"We are defined by what we build. It’s not just the engineering ambition that designed these structures, nor the 20 people who died building the Brooklyn Bridge. It’s that we believe we can and decide to act." This is good.
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Chemically, this makes sense, but I'd never thought this might be possible.
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"When I'm using the USB, I just leave my finger inside the slot and pick it up after I'm ready." Well, quite.
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"pc_user is a lightweight authentication library for CodeIgniter. It focuses on simplicity and security." Indeed it does.
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"Metalosis Maligna is a fictitious documentary about a spectacular yet chronically disabling disease which affects patients who have been fitted with medical implants. Sourcing from such implants a wild metal growth ultimately transforms human patients into mechanical looking constructions." If you're squeamish, particularly when it comes to surgery or prosthetics, this is NOT for you. Otherwise, it's a remarkably good piece of animation/effects work, wrapped in a remarkably straight documentary wrapper, that perhaps makes the effects-work even more effective.
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"It’s totally fantastic. It’s like someone’s got totally shitfaced on logistics-booze and then sat down and written an email." I think it all depends on your definition of "best", but Iain gets bonus points for "shitfaced on logistics booze".
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"It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam." Well, of course. Well done, Epic.
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"An image a day and an MP3 to go with it, for no obvious reason." And no RSS, so you'll just have to turn up every day. Lovely concept.
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Wonderful, delightful, charming writing from Duncan Fyfe; this, and the eight chapters that follow it, are pretty essential, and they're nice and brief. Speculative fiction about games, culture, and the future. And fandom.
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Gosh, that looks lovely – and bonus points for a preview video that films the iPhone, showing the way fingers work on its surface, rather than just showing the results of interactions.
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"for a while now we’ve been meaning to post some early childhood snapshots of world of goo, to dig deep into our code repository and remember the good ol’ days. the early part of a game’s development is often very enjoyable because things evolve rapidly and there’s a great sense of accomplishment. it’s also a lot of fun to look back at those early days and laugh at what the game use to look and feel like." First in a seven part series, in which 2D Boy walk us through the – playable – origins of World of Goo. Game devs: more like this, please.
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"KNiiTTiiNG uses the Nintendo Wii to knit. KNiiTTiiNG was created by an artist and an engineer turned behavioral scientist." Says coming soon; presumably some kind of homebrew – Wii or Wii controllers, I ask? – but worth a link for the delicious pun in the title.
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"Scans of sandwiches for education and delight." Yes.
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Some interesting links here, but I swear: could people please find something OTHER than *that* Daigo Umehara video to link to when they talk about fighting games? There's this massively rich space to be explored, and it goes beyond 15-hit parries.
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How to get proper HD out of iMovie 09, which is something it makes surprisingly difficult.
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"I copy-and-pasted the text of my unread articles from Instapaper into a PDF, uploaded it to Lulu.com, and ordered a single book. Naturally I thought about scripting all of this but Instapaper doesn’t provide an API to retrieve articles, and I didn’t really want to bother with authentication headers and screen scraping and all of that hackery. I just wanted the book." Emmett makes an analogue version of Instapaper for himself.
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"One of the great things about working at a company with both interaction and industrial designers is that when collaboratively designing a device, you have better control over where bits of its functionality are located: in the hardware or the software. At Kicker, we call the activity of figuring out where a feature “lives” Functional Cartography."
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A story, between two people, told through email. Not looking like email; actually, originally, told over email. Now, it can only be read in order – but once, it would have been delivered. Can't imagine how striking it might have been.
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"Watching classics like The Apartment and Manhattan made me wonder at the romances we’d write about some cities, and Slumdog Millionaire bizarrely seemed like a continuation of that: a romance of the maximum-city." Yes; my favourite thing in that film was the growth of the city around Jamal, Bombay becoming Mumbai, and the skyscrapers growing.
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"The thing that caught my eye about the Unbook was the idea of accepting a book as a version: an evolving beast that spits out periodic iterations of itself before crawling away to mutate some more."
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"See, the RAF reckons research has shown them that the best drone pilot candidates are those who are experienced video game players, rather than experienced pilots. Sounds crazy at first, but when you think about it, pilots are experienced at actually flying. But flying something remotely via a 2D monitor? That's a gamer's area of expertise."
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More on the phenomenon that is Ken Fighter Ken.
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This is a pretty accurate explanation of the state of the majority of SF4 online. It's also quite funny, and is the reason the phrase "Flowchart Ken", used to described a particular kind of player, is already entering the SF4 Lexicon.
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"Ryanair can confirm that a Ryanair staff member did engage in a blog discussion. It is Ryanair policy not to waste time and energy corresponding with idiot bloggers and Ryanair can confirm that it won't be happening again." Ryanair's social media strategy is pretty much on-brand, it seems.
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'A morose-looking guy stood at the bar talking to his friends, wearing a Flashbang Studios t-shirt. Emily leaned across the bar next to him, and shouted giddily over the music: "hey, I like that developer."' A lovely piece of speculative writing from Duncan Fyfe.
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A first, rather long, post on the S&W Blog, in which I talk to Jack about a project he's been working on for a while.
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"This summer will you be, or not be? It's Resident Evil meets House of the Dead, IN DENMARK." Epic Eegra thread taking the Dante's Inferno-shaped ball and running a very, very long way with it.
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Full version, no out! The beta was lovely, so I'm looking forward to this a lot.
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"[Wrestle Jam is] completely playable. There was an intro screen, character select, win / loss conditions, opponent AI, eight different attacks," Furino explained. "It was as close to a genuine old-school wrestling game as I could make it in the time allowed. I even mapped an old Nintendo controller to the input system so they could play it that way." Gosh, that's lovely, if not totally unexpected from Arronofsky. Lovely interview, too.