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A remarkable book – and resource – from Chris Brejon. All on lighting for CG animation, but as usual with this sort of reference, so much to say about cinematic lighting fullstop.
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A deeply personal obit that will likely be lost to the sands of Facebook, but hey.
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Via Phil G, a nice modern boilerplate for HTML pages – notable because of the excellently narrated explanation around it. Always useful to have something like this to refer back to.
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Marvellous writing on one of Infocom's most notably experimental works, and its relationships to the present.
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"I mention Knuth because, of all the Old Masters of computer science, he is the one most interested in the relationship between computer programs and texts. Could we even suggest that a program is a text? It is, after all, a written expression of creativity. Certainly, when running, a computer game can be an artistic experience in the same way that a film, or a play can. But my concern here is not whether the program is art when it runs. I’m talking about whether its source code is a text. We could go down a bit of a rabbit-hole here about playful literary theories. Umberto Eco once reviewed a new Italian banknote as a work of art, describing it as a numbered, limited edition of engravings. But let’s concede that a functional document like a shopping list or a spreadsheet of student names is not a literary text. On the other hand, a recipe by a literary cook like Elizabeth David might be art, even though it also has function. Perhaps the relevant question is: can we experience a program as a text? Can we, in the fullest sense of the word, read it?
A cynical answer might be that if program source codes are texts, why can’t you buy them in a bookshop?" Graham Nelson on a potted history of Inform, and then its future. The second half may be less interesting to you, but the first half is a fantastic piece of writing on literate programming, source-code-as-art, and the nature of languages. I loved this.
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Text editor / IDE for ink; really straightforward, and looks lovely.
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"There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).
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John Gray on M John Harrison – not just the Kefahuchi Tract trilogy, but also Viriconium and Climbers.
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"…I feel like five or ten years ago we had a common critical vocabulary robust enough to talk about what is going on in low-agency, linear, or hypertext games, but that the community has shifted enough not to be using that vocabulary now that there are lots of such games to talk about." Emily Short's roundup of the 2013 IF Comp. Really good notes on the state of the modern competition; also good notes on the nature of interactivity. Worth your time.
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Oh, lovely: using Inkle to write a historical adventure in epistolary form – or, rather, drafting and redrafting a letter to be sent. And: by Emily Short! I'm glad someone's got around to that format.
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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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"My hope is that Playfic opens up the world of interactive fiction to a much wider audience — young writers, fanfic authors, and culture remixers of all ages." Which is always the audience Inform 7 felt like it was really branching out towards. Sometimes the way to make things accessible is to lower the cost of entry – and in that case, it means a webservice, rather than a downloadable app. Will be interested to see how Playfic develops.
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"So is it worth reading dusty IF history? Well, I haven't read it yet. But I can say that the book really represents a tour through the past ten years of the IF community's thinking. Some of the essays are from 2001; some have been revised for this edition; some are brand-new. Many have been published in other forms, so if you've been devouring our blog posts and essays for the past few years, you will see few surprises. But if your awareness of IF dates from the last century — or if you've been following us only casually — I think this book has something to offer."
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"NOTE: This is a demake of the third level of Irem’s 1987 arcade game R-Type, retold as an interactive story. You'll need a dice to make rolls and something to write down your armaments (and points if you wish)." Brilliant.
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"These are clearly black market frankenproducts – made from a combination of surplus mobile phone components and car alarm key rings. I wonder how much they actually cost to manufacture. I wonder if the bits are stolen." Ben Bashford on the magic of Shanzai. And, of course, when a video camera is eight pounds, it's no longer precious, and you start doing weird things with it: Youtube is full of examples.
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"Curveship is an interactive fiction system that provides a world model (of characters, objects, locations, and things that happen) while also modeling the narrative discourse, so that the narration and description of the simulated world can change. Curveship can tell events out of order, using flashback and other techniques, and can tell the story from the standpoint of particular characters and their perceptions and understandings." This looks both bonkers and brilliant.
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"Data combined with narrative creates personality. It can be used to construct a larger and richer history around a subject.
The world is already divided in to two camps: People who are going to watch the Super Ball and those who aren't. This is an opportunity to delight the former and reach the latter, by providing a larger and more playful cast of characters to describe the events during the game." Nice!