11 million player deaths in Just Cause 2 – a big open world game – plotted in 3D; a map of the world made only out of player-deaths.

What happens is: the map becomes visible, but not it’s quite the “real” map. Unstead, you see obvious things like the really tall buildings – skyscrapers – and the really tall sites – mountains – becoming very evident.

Strange things happen underneath tall stuff – under the biggest skyscrapers, and the casino that hangs in the air like an airship – the shape of the object is very clear at the top, but then disappears into fountains and fluid shapes underneath it, as everybody falls off, hits things on the way down, corpses collecting on the ground underneath the airship – see 00:58 for a really obvious example.

So it visualises both the objects in the world, and the physics of the world. Yes, there are surfaces where people have been shot or run out of health for other reasons, but then there are all the points that extruded from those surfaces according to curves defined by velocity and world-gravity. The world and the system all at once. You could, I suppose, reverse-engineer one from the other. And, of course, what you’re seeing here isn’t geography – it’s just the visualisation of a systemic layer in the game (player-death).

And in that sense, the visualisation shows just how closely the world and its systems are linked. Pretty.

  • "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.
  • "…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.
  • "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.

I’m writing a new column for the online component of excellent games magazine Kill Screen.

It’s called The Game Design of Everyday Things, and is about the ways that the ways we interact with objects, spaces, and activities in the everyday world can inform the way we design games.

Which is, you know, a big topic, but one that pretty much encompasses lots of my interests and work to date. I think it’s going to cover some nice ideas in the coming weeks and months.

I’ve started by looking at that fundamental of electronic games: buttons.

Every morning, I push the STOP button on the handrail of a number 63 bus. It tells the driver I want to get off at the next stop.

I’m very fond of the button. It immediately radiates robustness: chunky yellow plastic on the red handrail. The command, STOP, is written in white capitals on red. There’s a depression to place my thumb into, with the raised pips of a Braille letter “S” to emphasize its intent for the partially sighted. When pushed, the button gives a quarter-inch of travel before stopping, with no trace of springiness; a dull mechanical ting rings out, and the driver pulls over at the next stop.

It’s immediately clear what to do with this button, and what the outcome of pushing it will be. It makes its usage and intent obvious.

This is a good button.

Read “Buttons” over at Kill Screen.

  • “I guess you could ask people to make recommendations on LinkedIn,” said Scott. Scott and I both work in information technology. “ 'Working with Cynthia was an amazing experience as she always made deadlines and was incredibly prepared for meetings and she is as good as her word when it comes to not dropping a deuce on your floor.'” Marvellous writing, as ever, from Paul Ford.
  • "I’d really like more week-long exercises in fiction delivered to me via Twitter. The problem with other accounts for fictional characters – including, say, The West Wing’s Joshua Lyman and Donna Moss – is that they’re continuous, shapeless roleplay. I want a planned narrative that ends."
  • "It has been interesting to watch the rise of the subsequent discourse on gamification, because to me, the focus on "achievements" and such misses the real power of games: they teach us dynamic system models. The instruments we build at Bloom will each provide a different "physics of information," or game-like rule set that maps the variables from the data the user is viewing (how many followers does my friend have) into a set of rules that govern the behavior and presentation of the data (how big is the dot that represents that friend). Once users learn how these rules work, they can perform the system like they might perform a video game, zooming through structures, using tools, and interacting with the environment. Play is the way humans learn how new environments work. We'll let people play in countless environments built by their own network data and resources." Dingdingding!
  • "Games of every hue are mental anchors – lumps of code that occurred at regular intervals in your life that you can hang your memories around. The reason retro gaming has such an appeal is because it provides a direct and unchanging channel to your past self – someone probably very different to the person who struts around with your body hanging off him today. For many (and overall, of course, for me) the skies weren’t only bluer, the grass wasn’t only greener and the world wasn’t only simpler in games of yesterday – so too our memories of our lives while we played them." Gosh, coverdiscs. So many memories.