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"Here are ‘the obsolete industrial plants; the inadequacy of unchanged transport systems and overstrained power supplies … the shift of power from industrial capital to international finance capital’ and so on. Here is the self-consciously world-historical Lowry, showing us Britain mired in its past, and perhaps the future of China. But here and there is the old local Lowry, whose people cannot see beyond the foreground terraces to the dystopian prospect, and so seem to manage, to cope, even to enjoy themselves, on their own tight patch. People stop to chat or just to stand about; kids play; dogs and babies get taken for walks; women wear bright vermilion, the happy colour of the summer of 2013, and apparently of 1950 too. It’s hard to say this without sounding as folksy as Brian and Michael, and perhaps that’s exactly what it is, but right now what I most admire and enjoy about Lowry is the interest he shows, without any apparent agenda, in what people do. I have no idea why that should be so moving." Wonderful article from this fortnight's LRB about the Lowry retrospective at Tate Britain.
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"Coming up with a word like neuromancer is something that would earn you a really fine vacation if you worked in an ad agency. It was a kind of booby-trapped portmanteau that contained considerable potential for cognitive dissonance, that pleasurable buzz of feeling slightly unsettled." There is so, so much in this interview, that quoting it feels somewhat futile. It's a really lovely thing piece, that goes far beyond cyberpunk, and delves deep into Gibson's writing and history. There are at least five meaty quotes I wanted to yank; it's worth reading and rereading.
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"His base is too good, and I don’t have the choke. He proceeds to take a more dominant position, scores points, and my body is burning from the effort. The choke he applies toward the end of the match is almost a formality, since I’m far too tired to do much more than hang on. Second place. Second place because I’m learning the triangle choke, not learning Jiu Jitsu. Chipp never wins tournaments." A fantastic piece of writing, about beat-em-ups and combat sports, and the mindset you get into as you play both. I'm not a combat sports man, but it nails some of the inside of your brain when you've played a lot of beat-em-ups, for sure.
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"But to my eye, GIF is the most popular animation and short film format that's ever existed. It works on smartphones in millions of people's pockets, on giant displays in museums, in web browsers on a newspaper website. It finds liberation in constraints, in the same way that fewer characters in our tweets and texts freed us to communicate more liberally with one another. And it invites participation, in a medium that's both fun and accessible, as the pop music of moving images, giving us animations that are totally disposable and completely timeless."
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"My wife and I talk about this. We talk about the protocol of the fertility clinic. We talk about her support group, and failure to produce. We talk about adoption, which is expensive and ambiguous. We talk about giving up on the process and living our lives without the ghosts of unconceived children (the most adorable ghosts there are). We talk, and talk, and wait." Powerful, sad, brave writing from Paul Ford. Sometimes, you wish things were nice for the good people in the world.
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"I needed to get up to speed with doing recursive node structures so I coded up a project that would put a dot on the screen. When you tapped this dot, it would create a bunch of orbiting child-dots. These children could also be tapped, creating even more child nodes. This prototype took less than a day to create and I naively thought we would be done with the whole thing in a week, max. Silly me."
Marvellous, dense post from Robert on designing Planetary: lots of show-everything, material exploration, and plussing. What detail looks like.
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"Years later, when recounting his conversations with Beckett (which he did often), André the Giant revealed that they rarely talked about anything besides cricket."
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"In this scenario one sunny day you're working on low-level NoSQL projects at the Gootch or wherever, and you get an email from Facebook and you go for the interview and Zuckerberg is talking about scaling PHP and suddenly pauses, gets this look in his eye, pulls his hoodie over his head and says “You have sixty seconds. You should be running.” Because engineers, as we are often reminded, are the ultimate prey."
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"A problem with the human mind – your human mind – is that it's a horrific kludge that will fail when you most need it not to. The Ugh Field failure mode is one of those really annoying failures. The idea is simple: if a person receives constant negative conditioning via unhappy thoughts whenever their mind goes into a certain zone of thought, they will begin to develop a psychological flinch mechanism around the thought. The "Unhappy Thing" – the source of negative thoughts – is typically some part of your model of the world that relates to bad things being likely to happen to you."
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"Designers get handed a tool kit that has as many tools as a good swiss army knife, and the maps reflect these tools. Millions of people use them to make appointments across town, find restaurants, and drive home for the holidays.
But what if, instead of a swiss army knife, we used a box of crayons? Or charcoal and newsprint? Or play-doh? What would those maps look like? What could they tell us about the world?"
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"One thing that I learned during the launch of the original Macintosh in 1984 was that the press usually oversimplifies everything, and it can't deal with the reality that there are many people playing critical roles on significant projects. A few people always get too much credit, while most people get too little, that's just the way it has always worked. But luckily, it's 2011 and I can use the service that I helped to create to clarify things." This is Good And Proper. (Also it's good management).
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How ads used to be made. Some beautiful photographs here.
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Useful notes on the modern way of deploying Rails applications with Bundler and Capistrano.
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'"The expectation is slightly weird here, that you can do this stuff without killing yourself," added McNamara. "Well, you can't, whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."'
This is what McNamara considers responding to controversy. I'm furious that men like this are allowed to manage other human beings.
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"This is an atlas, then, made by that other nature, seen through other eyes. But those eyes have been following me, unseen and without permission, and thus I consider provoking breach a necessary act." This is good.
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"csvkit is a library of utilities for working with CSV, the king of tabular file formats." Ooh.
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"Synapse is an app for Mac and Windows that allows you to easily use your Kinect to control Ableton Live, Quartz Composer, Max/MSP, and any other application that can receive OSC events. It sends joint positions and hit events via OSC, and also sends the depth image into Quartz Composer. In a way, this allows you to use your whole body as an instrument." Oooh. OSC into anything; really nice, dead simple, and exactly the sort of thing I've been considering poking.
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"Code-Point Open is a dataset that contains postcode units, each of which have a precise geographical location."
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"This is a proposed draft of the Don't Be a Dick license for open source projects. The purpose of this license is to permit the broadest feasible scope for reuse and modification of creative work, restricted only by the requirement that one is not a dick about it." Much to recommend here.
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"…we haven’t been able to find the right publishing partner for Quarrel. Despite the game being finished, super polished, and everyone who plays it having great fun with it, we’ve slowly been remembering why we got out of the traditional games industry for so long and escaped to Interactive Television in the first place: this industry doesn’t value good games. Players do, but the games industry doesn’t. Instead it values low risk games – not even “calculated” risk games, just low risk." Such a shame; Quarrel has been looking great, and Denki know their games; it's absurd that this is the outcome facing Denki in 2010.
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Dan on Torchlight and Borderlands: "…they both tickle the same fetishistic urge to collect, developing bigger and better attacks to have much the same effect on bigger and better monsters as your last set of attacks had on the last set of monsters. Every single decent-sized beastie in each one drops loot when they die. Throw in a two-car carport and this is a precise map of adult life, except fun." I really need to do my goty.cx write-up quite soon.
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"Use [ffffl*ckr] to find the photography you like using the simple idea that people whose work you like, probably like stuff you'll like. You start with a set of pictures – if you authenticate, it'll use 20 of your last 100 favorites – otherwise it'll start with somebody's favorites. Click any picture to load more. Don't like what that person likes? Scroll back and click a different picture you like. It's that simple."
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Fascinating: GPS satellites are both high enough, and travelling fast enough, that you need to correct for relativistic effects in order for them to be effective.
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"To whomever it may concern, In response to the unfortunate circumstances, some wives of Rockstar San Diego employees have collected themselves to assert their concerns and announce a necessary rejoinder, in the form of an immediate action to ameliorate conditions of employees." Jesus. Once again: the games industry treats its staff appallingly. As the first commenter says: "It's a video game people. Find a way to make one without imposing unethical, illegal, and debilitating working conditions."
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"One of the world's finest compact fountain pens, the excellent Tasche measures just 98mm closed, but opened up becomes a full-size pen at 145mm long. The secret is the extra-long cap, which almost entirely swallows the rest of the pen when closed, but posts firmly onto the top of the pen to create the full length." Possibly another distraction before I succumb to buying a Vanishing Point
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There is nothing about this that is not amazing.
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"…halfway through the film, the Ghostbusters realize that NYNEX isn't a phone system at all: it's the embedded nervous system of an angel – a fallen angel – and all those phone calls and dial-up modems in college dorm rooms and public pay phones are actually connected into the fiber-optic anatomy of a vast, ethereal organism that preceded the architectural build-up of Manhattan. Manhattan came afterwards, that is: NYNEX was here first." There is no way this wouldn't be awesome. And: a great write-up from Geoff.
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How to compile APC into the Marc Liyanage PHP5 package (which is clearly the most sensible one to be using on OSX). Though this is for Server, it works fine on desktop, and as such comes recommended.
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"This toaster was built from scratch by Thomas Thwaites, a design student at the Royal College of Art, London, as a project in extreme self-sufficiency and to highlight the effects of mass production we take for granted." And this is what it looks like.
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"I'm Thomas Thwaites and I'm trying to build a toaster, from scratch – beginning by mining the raw materials and ending with a product that Argos sells for only £3.99. A toaster." This is clearly amazing, and a timely reminder of, you know, what the age of mass production really means.
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"I have this idea in the back of my head — a fool idea of course — that one day, people with the power to do something about it might stumble across the notion of "a stable business ecosystem," and conclude that actually, to sustain industry growth and survival, you might conceivably, you know, want to let developers potentially make a buck from time to time, even if publishers and retailers have the power to strangle them. That rewarding development success breeds more development success, and gives heart to those who want to create good games." I knew about 3D Realms (which is a shame), but not about Gamelab (which is also a shame). Also: Greg speaks Truth.
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"They're like triple-A games, but trimmed down and tightened to fit a smaller team, smaller scope, and usually a smaller audience– to try new, interesting, and exciting approaches that the baggage of a triple-A game can almost never allow. Single-A games: they're what we need more of, and they're what The Path and Zeno Clash are outstanding examples of." I like your coinage, Steve.
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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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'London police are now deleting tourists' photos because "photographing anything to do with transport is strictly forbidden."' Oh god.
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"Protovis is a visualization toolkit for JavaScript using the canvas element. It takes a graphical approach to data visualization, composing custom views of data with simple graphical primitives like bars and dots."
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"[within the games industry]… the creativity-medium-invention and attitude-practice-deconstruction models often hold no water. Rather, there is only importance placed upon the “talent-meiter-immitation” model that is still in practice in the industry today." An interesting analysis of the nature of education (as it relates to the games industry) and models of learning. I have often lamented the depressing state of how career progression in the industry works, and this article helps quantifies it.
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A thoughful post (as ever) from the L4D team detailing some of the balancing and planning that's gone into the Survival Mode experience. Looking forward to firing this up next week…
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"The genre of the palindrome, playful and ludic as it is, nonetheless has a strong implication of violence. In the work of its foremost practitioners, Velemir Khlebnikov and Vladimir Nabokov, as well as some of their postmodern successors, the palindrome is closely linked to death, cannibalism, beheading, and murder."
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Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
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"'taking three great graduates and putting them to work on the next Godfather game… is a fine business decision, but the perspective for us is that it is a much better idea to take these three guys who perhaps have a beautiful idea and a different way of working, protect them a little bit as they build up a new idea and a new way of looking at things and a new way of design – and a few years from now they will be a much better business," Blackley explained. "In the '90s there was no mechanism to do that – and we lost a generation of designers. I think its important we look to reclaim that new generation.'"
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It's an open-source radio-trigger for small flashes. Really! The hardware, the software – the whole lot – is open source. The Strobist community never ceases to impress with its ingenuity.
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"Verbing weirds language"