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"So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.
You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" — you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.
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"…he still remembers his frustration at encountering "sliced-up ghettos of thought" – sculpture, architecture, fashion, embroidery, metalwork, product and furniture design all in separate departments – "which I don't believe are absolute. It's just the way we categorise things and the way we chose to educate people."" Quite excited to see the Heatherwick show.
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"Super-simple baseline .mobi templates. Here ya go."
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It's basically a satellite that's an external Android peripheral, and they're chucking it into space with a phone attached. Impressive.
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"DAController is a wrapper class for use with the proCONTROLL joystick library written by Christian Riekoff for Processing. It encapsulates the two analog sticks and all the buttons found on a typical dual analog controller." Ooh.
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"We'll know we're doing it right when half of the pages are ugly."
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"It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
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"There’s still a smell of bullshit to almost every videogame story I read, even as it’s advanced to a very high level being in The New Yorker and The New York Times Magazine. To me it derives from this politeness about the thing that’s experienced. In literary criticism there are really cutting deconstructions of things that are inadequate—Nabokov talking about what a fraud and charlatan Faulkner was—but there’s this really intelligent, but painfully milquetoast, quality to the way we appreciate games. It’s a reflection of how partially engaged we are with each one. We consider games primarily as ideas, rather than actual evolving relationships that we’ve had over time." Yeah, that. I enjoyed this discussion: I'm pretty sure you don't have to finish games to review them. Then again: I also think writing about games six months after they came out is way more interesting than trying to hammer through something to fit into a review cycle.
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Oooh, the Shruthi got an upgrade: not just white PCBs, but an interesting new filter board. Seriously tempted by one of these.
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"If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line – about the value of being first and being innovative – was the most important here for me.)
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"So what happened when you removed collision detection?" "Players started looking for other ways to get more feedback. Helping each other yielded the most feedback so they began to do that instead. It was fascinating." A lovely interview – and great piece of writing fro Simon – with Jenova Chen. The parts on how players regress is particularly interesting, as is Chen's ambition to be _different_ rather than just 'artistic'. I particularly enjoyed the anecdote about collision detection, hence quoting it.
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"Melville’s searing, wayward novel about obsession and the nature of evil becomes a twin-stick shooter for consoles. The twist? The playing field is 5000 miles wide, and there’s only one enemy." Christian is brilliant. (I'm pretty sure my links are full of 'Christian is brilliant' annotations)
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"Or, in a diffirent formulation of the legendary author of Sim games Will Wright, "Playing the game is a continuous loop between the user (viewing the outcomes and inputting decisions) and the computer (calculating outcomes and displaying them back to the user). The user is trying to build a mental model of the computer model.""
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"Using the daily 0048 Shipping Forecast from BBC Radio 4, we take the average of each gale force mentioned for an area to determine that area's score. Pick a dream team of five sea areas, and your team's score will be the average of the scores of those regions, both daily and weekly." Hah, lovely.
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"John Carter is the kind of movie no studio bigwig in their right mind ought ever to have greenlit: a space fantasy based on a genre – "planetary romance" – that hasn't been popular for well over half a century, populated by bizarre creatures from the mind of a writer apparently endowed with the ungrounded imagination of a small child. This is exactly why you should be checking it out. The film is out next weekend and I've posted the final trailer above. What a glorious enterprise Disney have wasted all their money on. God bless Hollywood!" I too am annoyed they lopped the suffix from the title. Otherwise, this has actually managed to spur interest in a film I'd written off.
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"There is no silver bullet that’s going to fix that. No, we are going to have to use a lot of lead bullets." On knuckling down when faced with threats. (via Matt W)
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"Proteus, in the end, helps me move further into a design philosophy that avoids blacks and whites, finding a comfortable home in the much less solid greys. Videogames aren’t about mechanics. They aren’t about visual or audio either. They aren’t about the ideas of the author or about the experience of the player. They aren’t about story or actions or strategy. They aren’t about controllers or processors or screens. They aren’t about technology or culture or ritual.
Videogames are a combination of all these factors, or a combination of some of these factors. Videogames are whatever we want them to be. For Ed Key and David Kanaga, while making Proteus, videogames are about the beauty of walking, looking, and listening." However much I bang on about rules/systems/you know the score, I still very much agree with this. I still like the abstract.
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"Kareem, after the game, remarked that he would pay to see Doctor J make that play against someone else. Kareem's remark clouds the issue, however, because the play was as much his as it was Erving's, since it was Kareem's perfect defense that made Erving's instantaneous, pluperfect response to it both necessary and possible—thus the joy, because everyone behaved perfectly, eloquently, with mutual respect, and something magic happened—thus the joy, at the triumph of civil society in an act that was clearly the product of talent and will accommodating itself to liberating rules." This is phenomenal writing.
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"There’s no demonstration of life’s futility or language’s emptiness that is so profound, it can’t one day be turned into a reassuring fridge magnet, and that thankfully helps put pessimism back in its place."