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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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"It was at that moment that I understood, more fully than ever before, why revolutionaries succeed and then fail. It's because they're switching genres. They take over the country in a third-person (or first person) action game, but then they have to play an RTS to govern the country."
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"Think about it: These two guys were carrying the gross domestic product of New Zealand or enough for three Beijing Olympics. If economies were for sale, the men could buy Slovakia and Croatia and have plenty left over for Mongolia or Cambodia… These men carrying bonds concealed in the bottom of their luggage also would be the fourth-largest U.S. creditors." Um, wow.
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"After a stint shuttling back and forth from his farm in upstate New York to LA, where he consulted on a project for Steven Spielberg and EA, Rohrer has now joined the roster of multimedia stars at Tool of North America, which produces high-end commercials and interactive campaigns for the top advertising firms in the nation." Hmm.
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"What if Ulysses had been written before the construction of Dublin? That is, what if Dublin did not, in fact, precede and inspire Joyce's novel, but the city had, itself, actually been derived from Joyce's book?" Geoff Manaugh expands on a comment he made at Thrilling Wonder Stories; the stuff about 'quipu' is also awesome.
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"I’ve always been interested in the relationship between gameplay and musical performance. Theres a remarkable structural similarity between certain game systems/mechanics and compositional ones. There is also a risk/reward/challenge aspect that is core to both practices. Anyway, for a short talk I took part in for the Leeds Evolution Festival I wrote a quick augmented chess/draughts app." And the result is a video-processing step-sequencer. Nifty.
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"It is easy to have fresh bread whenever you want it with only five minutes a day of active effort. Just mix the dough and let it sit for two hours. No kneading needed! Then shape and bake a loaf, and refrigerate the rest to use over the next couple weeks. Yes, weeks! The Master Recipe (below) makes enough dough for many loaves. When you want fresh-baked crusty bread, take some dough, shape it into a loaf, let it rise for about 20 minutes, then bake. Your house will smell like a bakery, and your family and friends will love you for it."
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"Explore London on foot with our suggestions for some great capital walks, including riverside rambles, architectural adventures, even the odd pub crawl." A useful page to bookmark.
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"I think in films, zombies are cyclical. They come around, they get reinvigorated. I think in games, they're a constant. In games, zombies just represent this thing around which you can construct a game. There's no morality to them. There's no worries about racism that games are having right now. If it's a zombie and it's a pure zombie, a stupid zombie like the ones we have, they're a game mechanic. They're fodder, they're whatever you want to put in a game, however you want to deal with it."
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"This is John Connor, leader of the Human Resistance… Microsoft’s Project Natal must never be completed, no matter what the cost. This machine, with its RGB camera, depth sensor, multi-array microphone, and custom processor running proprietary software, as well as its ability to track up to four human users for motion analysis, is clearly the precursor the killing machines of the near-future that haunt my dreams every night."
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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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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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"I imagine this is how everybody who responds to the idea of Twitter with “Who cares if you’re eating a sandwich?” envisions Twitter." Yes.
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"A year with a single Leica and a single lens, looking at light and ignoring color, will teach you as much about actually seeing photographs as three years in any photo school, and as much as ten or fifteen years (or more) of mucking about buying and selling and shopping for gear like the average hobbyist." This is not a bad point.
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"It will [violent metaphor] you." Mitch has seen one too many press releases, methinks.
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"High-resolution renders of gameplay from Shadow of the Colossus, including earlier versions of the game (where the colossi had differently-shaped eyes, as one example). Most of the screenshots are at or around 2048×1526 resolution – perfect for making wallpapers of any size." Ooooh.
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"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
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"…as developers, we need to deal more honestly with the disparity between our reach and our grasp – which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
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"With limited influence, unlimited hands in the pie, a low barrier to critique, and the perception of triviality, frontend engineers are the janitors of software development. Rather than cleaning up trash, the boulder they toil beneath is skew: the distance between team member's conceptions of a project." This really feels very familiar: it's the most under-appreciated art in the stack of software development, and the one that takes the brunt of the crap.
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"Best of all, for impatient gamers the developer plans to conceal load screens with a mini-game where players can connect a USB keyboard and write an undergraduate thesis on the illustrations of Gustave Dore." Seriously, this already sounds much better than the Redwood Shores version…
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Farbs quit 2K Australia. This is his resignation note. It's fun, and not in any way mean.
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"Produced in extremely limited quantities by the fair trade toy gurus at Squishable, this chubby little Red Robot wants to get close to your heart… so he can tear it out with love." Squee. I would quite like one.
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"Even discussions of the ban are being locked. At the bottom of the thread "GLBT discrimination in forums?", community manager Sean Dahlberg wrote, "As I have stated before, these are terms that do not exist in Star Wars. Thread closed."" How depressing: can you really hetero-normalise an online, social, MMO? Makes me a bit angry, and I'd have thought BioWare would have been more sensitive around this. Is this Lucasarts turning the screws?
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"When their fond memories of these games are challenged, they become nearly catatonic. Really, most of these players were just mashing ‘fierce punch’ as hard as they could and occasionally pulling off a quarter-circle turn. Once they’re faced with online competition… Well, they may be in for a terrible shock.”
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"Locative social media is especially interesting because it directly affects how people move through the city. It can be terrifically fun and useful for people who fit its prescribed social model." This kind of proscription (or encouragement) of behaviour is interesting, and I think there are a variety of ways to do it "sensibly". And: how did you expand the group of "people who fit its prescribed social model"? Small changes of behaviour, amongst larger groups, are much, much more interesting.
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"Apple is creating an ecosystem of the kind of customers I don’t want. With the ridiculous approval process leaving bugfixes to take over a week to show up, with prices being driven down to nothing by farting apps… it just feels hostile to me. While I have plenty of great customers who have been raving about the app, all it takes is one little issue and it all comes crashing down." Sad, really.
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It's the hip-hop-songs-as-charts meme, but about being a PC gamer. Moderate chuckles abound.
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"I've always marvelled at the idea of a $25m game needing $35m of marketing. Doesn't that feel so wrong and weird? I'd make two $25m games, spend $8m on indies doing crazy new things, and have $2m left over for some nu-style publicity. Or better still, spend $60m across 60 indies full stop." Lots of good things in Alice's compainon to Matt's posts, but especially this; the constant shyness to 'spend less on more stuff' from the games "industry" always befuddles me.
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Lots of comics neatly surmising the plots of various Metal Gears; "Let's Destroy The Shagohod" is pretty spot-on, start to finish, and full of Giant Spoilers, obviously.
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"As I tried to unravel Braid’s interstitial text I realized that solving the puzzles and understanding the text required very similar approaches. Their concealed machinations and thematic ambiguities are teased out using the same mental processes, and are part of the same overarching search for meaning. In a way, I was “reading” everything in the game. It’s not the unification of narrative and gameplay that we’ve come to expect, but it’s a refreshing and effective one." Dan Bruno has an interesting perspective on Braid; not sure I agree with it entirely, but the feelings he describes are certainly familiar.
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So I'm going to be writing the odd thing for Offworld from time to time, and this is my first post, on a nice post from Steve Gaynor about architecutre, and leading players through stories with architecture alone. More to come, pop-pickers.