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"We are a loose collection of mostly London-based comic-artists, illustrators and writers, who have grown up listening to the Magnetic Fields and got together over a mutual love of the songs. One day, on Twitter, a couple of us decided that illustrating – or writing a comic – or a short story – inspired by all 69 songs was a worthwhile and exciting pursuit, so here we are!" Let's see how this will turn out.
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"Players need to understand all the inputs and all the outputs to make interesting, informed decisions. These are the mechanisms through which we express our will in the game. This is the machinery that transforms our medium from passive to interactive… This is a multifaceted (and as far as I'm aware, relatively unexplored) issue, but we can begin making inroads. Making games more readable begins with two things- empathy and data." Nels on Don Norman and readability, amongst other things.
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Blimey. Video from the 4k demo competition. Yes, that's terrain generation, that looks *that* good, in 4k. Eek.
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"…after careful consideration [the editors in charge of style guidelines at the NYT] decided to alter our style. As of now, the spelling whisky will be used not only for Scotch but for Canadian liquor as well. The spelling whiskey will be used for all appropriate liquors from other sources." As it should be.
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"…using these guidelines, and building on the experience of much more knowledgeable type gurus, I have compiled a list of font stacks that will both open up more font possibilities for web designers, and hopefully offer more appropriate substitutes:" That's interesting; not sure how appropriate it is, but they're good uses of the cascade, by and large.
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"Toine Manders, the Dutch liberal MEP who drafted the report, said: "Video games are in most cases not dangerous. We heard evidence from experts on computer games and psychologists from France, the US, Germany and the Netherlands and they told us that video games have a positive contribution to make to the education of minors."" Etcetera.
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A page full of prettiness, and it fills itself up as you go. Art, graphic design, sci-fi book covers; it's all here.
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"It’s a scrolling arcade beat ‘em up in the Final Fight-style based within the Watchmen universe. Just like Alan would have wanted." I know, I know. But: it has charm, it's LittleLoud, and it's not like it's setting out to be canon narrative! It's pretending to be a passable arcade game from a long while ago. So I'm going to give it a break (unlike that horrible 3D beat-em-up that's coming out, that looks like it's trying to be Like The Movie).
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Music video actively exploiting compression artefacts. The transitions are striking; the reaction to something looking this supposedly broken is peculiarly visceral. Digital patina.
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"When it’s just you, the rooftops and Faith’s slim repertoire of jumps, shimmies, slides and rolls, it’s something like the urban Tarzan game we all hoped Mirror’s Edge would be. Time Trial mode rewards practice and it rewards perseverance, and it’s the only reason to buy Mirror’s Edge." An interesting take on Mirror's Edge, which has a lot of truth in it.
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"Thank you to everyone who emailed asking about a World of Goo Soundtrack. This is probably as close to an "official" soundtrack I'll ever make for the game World of Goo. I'm making it available here on my personal portfolio for free." No, thank you, Kyle.
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A useful guide, although perhaps more detailed than you'd normally need. Still, clear instructions for handling reverting changes in git.
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"Afterwards, we came to refer to certain types of accomplishments as “black triangles.” These are important accomplishments that take a lot of effort to achieve, but upon completion you don’t have much to show for it – only that more work can now proceed. It takes someone who really knows the guts of what you are doing to appreciate a black triangle."
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112 different games1 It's amazing to think that "Moving Shields" and "Zigzagging Laser Bombs" could be counted as different game-types, though, and presumably that number comes from all possible combinations. The videogame industry's obsession with bullet-points on the box is deep-rooted, it seems. (From Simon Parkin's lovely "Box Art" blog).
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"Mr Aygun once said: "I thought how much easier it would be if they could take their food with them." The first of the new snacks was served on March 2, 1971, at Hasir, his restaurant in Berlin. It was called a doner kebab after the Turkish word "dondurmek" which means a rotating roast." So now you know.
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Olly Moss has now moved from movies to videogames, pastiching classic Penguin covers; the Goldeneye one is superb.
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"Starting a new column reprinting classic Game Developer magazine articles, this January 1994 premiere issue article goes behind the scenes of Id Software's Doom, talking to John Carmack and revealing technical specifics of the seminal game's creation." And it's cracking – lots of great detail, some neat ironies, and quite a bit about the id team's fondness for NeXT workstations.
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Consolevania is over. A shame, but they make their case well, and it was lovely when it lasted.
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"We’ve generated what we call the Personal Annual Report for all our users. It’s a unique-to-you PDF of data, visualisations and factoids about your travel in 2008, that we’re delivering over the next week via email to every Dopplr user who travelled in 2008. To give you an example, we thought we’d show you the Personal Annual Report of someone who’s had a very busy 2008 – President Elect Barack Obama." This is super-awesome. Can't wait for mine, no matter how small it is.
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"Your argument did not address my own, but nice try". I think I'm going to need this in future.
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These are lovely. The more I think about this, the more I like his Die Hard poster.
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"The purpose of this analysis is to determine the evolution of gravity in the Mario video game series as video game hardware increases." Not super-accurate, but not bad; the bit when it starts the comparison against GPU word length is a little silly, perhaps. But otherwise: fun!
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"A modern tale about caring, mending and letting-go, drawn with letters and punctuation marks." Oh! This is just beautiful – a short story about a girl, and a snail, composed entirely out of type.
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"Not what I had in mind at all." George Oates on how her firing from Flickr played out, which was pretty horrific as it turned out – she was on the other side of the world, presenting on behalf of the firm. I am really not sure what Yahoo! hope to gain from many of their recent redundancies, and least of all this one.
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"You want to hear some gluttons eternally force-fed cake and chocolate milk? I don’t know what else XBox Live microtransactions were made for, broseph. " Hardcasual, I love you.
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Um. An "artwork/game/digital poem/world of scribbles" from Jason Nelson. Stop trying to "get it".
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"My Favorite Book Covers of 2008" Some I'd seen before; some I'd not. Some very beautiful things here.
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"I come from a software background, as well as an artsy-fartsy one. I want to see games as art, but they’re also supposed to work as logically-constructed bodies of code. And in a lot of cases, reviewers need to see them as software rather than as art. Here’s why…" I think Steve has some good points here, but I'm not totally swung yet; after all, games might _be_ software, but do we _experience_ them as software? I'm not sure that we do, and that's why we respond to them in the manner we do.
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"The ultimate resource in grid systems."
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Pretty much spot on. Especially when it comes to GRIMDARK PIRATE COMICS.
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"Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
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"a poster-sized calendar with a bubble to pop every day". Yes please!
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"PROBLEM: There is no way I can justify to myself spending that much money on plastic cows. Really, there is no way. WIN-WIN: I could however justify giving that same amount of money, or more, to a worthwhile charity. That would be an easy thing." Matt wants cows, in return for giving money to charity.
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Oh wow; it's like a developer network for LittleBigPlanet. Smashing.
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"On May 3rd 2008, artists Robin Hewlett and Ben Kinsley invited the Google Inc. Street View team and residents of Pittsburgh’s Northside to collaborate on a series of tableaux along Sampsonia Way. Neighbors, and other participants from around the city, staged scenes ranging from a parade and a marathon, to a garage band practice, a seventeenth century sword fight, a heroic rescue and much more…" Lovely.
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'"With respect to the franchises that don’t have the potential to be exploited every year across every platform, with clear sequel potential that can meet our objectives of, over time, becoming $100 million-plus franchises, that’s a strategy that has worked very well for us," Kotick said.' Kotick is very serious about his use of the word 'exploit'.
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""The ability to offer these songs on a subscription basis may very well result in the newest subscription opportunity in our portfolio," he said." Kotick wants you to pay Activision to subscribe to UGC. Oh dear.
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Beautiful.
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"As we move into a world in which we can manufacture things as cheaply as we print them, the skills that tinkerers develop– not just their ability to play with stuff, or to use particular tools, but to share their ideas and improve on the ideas of others– will be huge." Lots of good reflections from "Tinkering As A Mode Of Knowledge".
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Visualising the heights of people's towers by importing their savegame. Lovely.
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"By understanding the way bees respond to all the different aspects of the natural world, the beekeeper is able to recover his own relationship to the natural world through bees."
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"Every time Bobby Kotick opens his mouth, I see a giant cow with "GUITAR HERO" branded on its side, and Bobby Kotick is squeezing two teats as fast as he can."
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"On this definition, obediently following a game’s narrative or challenge-reward structure is nothing but work. Only when the player does something that isn’t mandated by the system can she be said to be playing." Some good writing from Steven Poole on games and chores.
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"My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications." Some really good insight, presented in a very clear manner. DanC is, as usual, on fire. Need to digest this slowly, but it certainly overlaps with a lot of my thinking.
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"…the game tries to define a set of rules and an environment in which memorable experiences are likely to happen, and simply lets the player loose in its world — a fascinating prospect." This captures a lot of the great things about FC2 well, and in an even-handed manner. The lack of handholding is jarring, but the possibilities it opens up are wonderful. For a tense, hectic, genre, it's interesting to see an entry that's by turns soothing and surreal, amidst the malaria, bushfires, and wholesale slaughter.
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Just like magic. Lovely.
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Spot-on, as you'd expect.
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"Pretty sure I'm not the first person in the universe to come up with this idea, but I've yet to see another connect-the-dots tattoo." Beautiful.
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"It’s somewhat embarrassing, but that’s how I got into economics: I wanted to be a psychohistorian when I grew up, and economics was as close as I could get." Paul Krugman, you are the best.
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"The Theory of Interstellar Trade is a paper written in 1978 by economist Paul Krugman…. Krugman analyzed the question of 'how should interest rates on goods in transit be computed when the goods travel at close to the speed of light? This is a problem because the time taken in transit will appear less to an observer traveling with the goods than to a stationary observer.'" Paul Krugman, winner of the 2008 Nobel Prize for Economics, is officially awesome.
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"The New York Times Magazine food issue had plenty of fun this weekend; Looks like photo editor Kathy Ryan gave photographer Martin Klimas a 22-caliber rifle and told him to embrace his anger. He decimated an ear of corn, an apple and a pumpkin so thoroughly that the editors could not decide on a favorite." Beautiful.
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Strategy game that requires you to work within the boundaries of limited – but potentially powerful – AI, and act as a guiding "real intelligence" for your ships.
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"Brownjohn had never worked with live action before, nor had his animation assistant Trevor Bond. Using techniques taught by László Moholy-Nagy, Brownjohn's team beamed light over three separate models; a belly dancer, a snake dancer and a model for close-ups." Short blogpost – with archive behind-the-scenes images – on creating the title sequence for Goldfinger.
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"LittleBigPlanet lets [players] run wild, with unprecedented results, but it locks the majority out of the creative process, because it's time-consuming and simply not very enjoyable. We hoped it could do both those things. That it doesn't isn't the let-down it might have been, thanks to the untamed community of brilliant nutjobs that's already out there, appending their DIY masterpieces to this beautiful, mildly flawed, magnificently multiplayer platform game. We salute them, we salute Media Molecule for making it possible for them, and we salute Sony for its total commitment to this brave, hare-brained project. But mostly, we're just happy to see a flagship game for a modern system that's about running from left to right and jumping over things."
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"Developed by Peter Chilvers, in collaboration with Eno, the app is described as, “Part instrument, part composition and part artwork…” The idea is that anybody can play with Bloom and coax gentle melodies and ambient soundscapes out of their iPhone."
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What a wonderful piece of a UI; two projections of a tunnel-boring machine, synchronized with one another, to help you visualise it in 3D. Lovely – not what you'd expect from a fairly niche company's site at all.