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"If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line – about the value of being first and being innovative – was the most important here for me.)
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"Fountain is a plain text markup language for screenwriting." More plaintext formats for writing in. This is good.
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"When I'm evaluating entrepreneurs and their ideas, I look for "innovation bipolarity," a version of F. Scott Fitzgerald's first-rate intelligence: "the ability to hold two opposed ideas in the mind at the same time and still retain the ability to function." Entrepreneurs should be able to argue passionately that their idea will change the world, and then, without skipping a beat, honestly assess the risks standing in the way of its success and describe what they are doing to mitigate them."
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"I wanted to make the ship move, and I wanted to make it speak, and I wanted to speak back to it, with it, together. To make something." The poetry of creation is important. Also, @shipadrift is lovely, but you already knew that.
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More useful vim stuff.
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"In my forthcoming book Alien Phenomenology, at the start of the chapter on Carpentry (my name for making things that do philosophy), I talk about the chasm between academic writing (writing to have written) and authorship (writing to have produced something worth reading). But there's another aspect to being an author, one that goes beyond writing at all: book-making. Creating the object that is a book, that will have a role in someone's life—in their hands or their purses, around their mail, in between their fingers. Now, in this age of lowest common denominator digital and POD editions, it's time to stop writing books and to start making them." I am not totally sure I buy all of Bogost's argument, but I like his points explaining the role of artefacts. However, POD is weirder than he gives it credit.
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"[Was shooting The Artist very different to making a 'regular' movie?] No, it’s a regular picture. The only difference is, there is no boom mic. And the story is not being told by what comes out of your mouth. If you want to tell the story, the story being the narrative, not the plot—the plot’s fairly simple—but if you want to tell the narrative, then you have to be concise with your reaction, and let the reaction get into your body and your face in a way you don’t necessarily do when you have dialogue, because the dialogue takes care of that." James Cromwell interview by the AV Club. I enjoyed this line especially.
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This is beyond brilliant. Not because it's More Hard Fun From The Maker Of QWOP, but because it's actually easier than QWOP, and it tickles exactly the same part of my brain that bouldering itself tickled, and it makes brilliant use of finger-gymnastics and the keyboard, and it's marvellous, really. I just want to go home and play it all night.
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"Deep craft is more than knowledge. It is a set of knowings. Knowing what is likely to work and what not to work. Knowing what methods to use, what principles are likely to succeed, what parameter values to use in a given technique. Knowing whom to talk to down the corridor to get things working, how to fix things that go wrong, what to ignore, what theories to look to. This sort of craft-knowing takes science for granted and mere knowledge for granted. And it derives collectively from a shared culture of beliefs, an unspoken culture of common experience." Craft / scenius / place / knowledge. The W Brian Arthur sounds great, and Matt's point – that building strength in a sector is building culture, and that requires investment in something that won't see immediate returns (rather than "five-year plans" and "strategies") is acute. Very good stuff.
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"Well, it’s hard to make female characters. First of all, in order to accommodate female characters in our pipeline, you’d basically need to re-code the entire engine from the ground up. Because the technology we have today just wasn’t built to be able to handle stuff like that." Matthew Burns answers the hard questions.
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"The best signpost to the future I know is to follow whatever happens after the word "computational."" Kevin Kelly being smart/interesting/as usual.
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Bot that buys dirt-cheap goods on TradeMe and tells Twitter what it's buying/bidding on. Seems we need a Rule 38: if software is described in an XKCD comic, the chance of it being brought into reality approaches 1 as t approahces infinity.
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"…the game of chess is much more than the set of instructions needed to move the pieces on the board: the players’ intellectual and emotional interaction during a game is also the system of chess. The media hubbub surrounding Kasparov’s loss to Deep Blue: that is chess. The southwest corner of Washington Square Park where New York City players wager, talk trash, and square off across stone tables: that is chess too." So much good stuff in this essay from Frank Lantz and Eric Zimmerman
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In which Laura Parker looks at what "mainstream" games can learn from the type of success indie titles such as Limbo have had, with contributions from Nels Anderson, Manveer Heir, and – would you believe it – me. It's a really nice feature; I hope Laura can get more of this sort of stuff published on Gamespot, because it deserves a bigger audience than being buried on the staff blog.
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"In principle, the pressure ought to be off, since you've got a infinitive lives and a stock of smart-bombs. In practice, the game quickly becomes so pulsingly busy that I not infrequently become blind to the position of my own ship. I'm still playing – still winning – but have no visual awareness of the bright white claw I'm actually steering. The bit of my brain that handles moving knows where it is, but the bit of my brain that does the thinking has no idea, and they very rapidly start screaming at each other." Margaret's new column for Gamasutra goes live (hurrah). Talking about this was one reason I got sucked back into Deadline very deeply a few weeks ago. Deep enough to edge beyond randomness, towards a semblence of mastery, and at least understand the system. At least enough to understand quite how fine it is.
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This is great. Brandon is smart. And: when he says "story", he doesn't mean story. He just means "show me something new".
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"RACER is an analogue recreation of a coputer racing game in the style of the classic WipeOut. It consists of a modified vintage arcade machine, a RC model car with a wireless camera, an a self-constructed racetrack/game level made entirely from cardboard." Brilliant.
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"It fools the government into thinking Local Development Agencies (LDAs) attract young creative people in “the regions”, and it fails to support the local young talent who probably prefer hanging out with their laptop in a place with perfect coffee. After all that’s how the Royal Society was created… I’ve been up and down the UK and those innovation spaces have the worst coffee in the universe. Just saying."
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"In five years, the coolest stuff on the iPad shouldn’t be Spider-Man 5, Ke$ha’s third album, or the ePub ver sion of Annabel Scheme. If that’s all we’ve got, it will mean that Apple suc ceeded at invent ing a new class of device… but we failed at invent ing a new class of content. In five years, the coolest stuff on the iPad should be… jeez, you know, I think it should be art."
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Gorgeous retro-styled, genuinely-3D space combat strategy game for PC and (hurrah!) Xbox 360 Indie Games. Love the jaunty, Jetsons-y typefaces, the gentle piano music as combat plays out, the turn structure, and the hints at what's to come in the preview video. (Although: why anyone would make ships with weak bottoms (as opposed to bottoms & tops) in a genuinely 3D game seems strange. Gravity Bone was delightful, so this could be great; will buy it as soon as it's out.
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"Be selective with your innovation. Keep as much of your product predictable, so people can find their way to the gem of awesome that you have pioneered. Too much innovation means you'll have to individually teach each user how to love your product and you don't have time for that." Justin Hall on the end of PMOG/The Nethernet, and lessons learned.
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"In the 14 months since [TeamFortress 2] shipped, the PC version of the game has seen 63 updates – “that’s the frequency you want to be providing updates to your customers,” [Newell] adds. “You want to say, ‘We’ll get back to you every week. The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”" Great write-up from Chris Remo of Gabe Newell's DICE talk.
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"This is a sort of thorough, empirical, sociological study of art students at two British art schools at a very interesting moment, the late 1960s (a moment when, as the book says, anti-art became the approved art, bringing all sorts of paradoxes to the fore). I find it fascinating that such a subjective thing as developing an art practice can be studied so objectively, but then I find it amazing that art can be taught at all. The book shows the tutors and students circling each other with wariness, coolness, misunderstanding, despair, appreciation." Some great anecdotes and observation.
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"Busker Du (dial-up) is a recording service for buskers through the telephone (preferably public payphones hidden in subway stations). Audio recorded will be posted to this audio-blog and made available to all who cherish lo-fi original music. Try it out at your favorite subway station or street corner." Dial-A-Song comes full circle.
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"Poole – HAL 9000 is a fictional chess game in the movie 2001: A Space Odyssey. In the movie, the astronaut Frank Poole is seen playing chess with the HAL 9000 supercomputer… The director Stanley Kubrick was a passionate chess player, so unlike many chess scenes shown in other films, the position and analysis actually makes sense. The actual game seems to come from Roesch – Schlage, Hamburg 1910, a tournament game between two lesser-known masters."
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Lovely demo – some interesting interfaces that feel quicker than current alternatives, as well as experimental ones that, whilst slower and clumsier, represent information a bit better. I mainly like the form-factor, though – but what's the unit cost? These things get a lot better the more you have.
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"Something like: Trying to create a reading list that gives the best introduction to everything. This may change." Phil is trying to collect the Good Books in many fields. It's an interesting project, for sure; it'll also be interesting to see how it pans out.
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I was a little excited from the ongoing Offworld love in, but Oli Welsh's review suddenly makes me insanely excited about Keita Takahashi's new plaything. Why is it that all the reasons for me wanting a £300 PS3 are £3 PSN titles?
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"…the biggest consequence [of a universal micro-USB adaptor] will be the ease of transferring data/content from street service provider to consumer, and consumer to consumer… There is a place at the edges of the internet where the level of friction makes content and data grind to a halt. It's largely unregulated. And it just got seriously lubed."
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"30 Second Hero is an action RPG which consists of really short battles that require no interaction, as players race against the clock to save the kingdom from an evil wizard's wrath. As indicated by the title, you only have thirty seconds to level up your character sufficiently for the final battle, although additional time can be bought from the castle at the cost of a hundred gold pieces per increment of ten seconds." Hectic; the entire early JRPG genre (FF1, et al) condensed into a minute-long rush. Grinding as poetry.
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"I was convinced that it was a spoof. As if there’d be a genre called Donk. Everything is wrong about the video. The knowing subtitles over subtle Northern Accents. The presenter’s slight grin when he’s chatting to folk. The funnily named shops. Everything. There’s no way I’m falling for a prank like that. It reminds me heavily of the episode of Brass Eye where they whang on about Cake (the made up drug). And all the characters and the interviews look like they could be setups or clever edits." But no, it's real. Iain Tait discovers Donk.
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"…with that sad note from Sarinee Achavanuntakul, one of the most enduring (if illegal) tributes to gaming history came to an end." Home of the Underdogs is no more; just gone, like that. It wasn't that it had the best games or the worst games, or that they were illegal, or free; it was history, and childhood, and the smell of cardboard and boot disks, all wrapped up in one giant cathedral to Good Old Games. Most things I played on my old DOS machine were there. A shame; I hope they're elsewhere. This is why we need proper game archives.
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Tweaking a game five months after launch to make it both more playable, and also more realistic; understanding that realism is key to NHL09 fans, and delivering on that as an ongoing promise.
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"Warcraft’s success has always been substantially due to the extraordinary physicality of Azeroth, to the real sense of land transversed, of caves discovered, and of secrets shared. Players old and new bemoan the endless trudging that low-level travel requires, but it’s crucial for binding you to the world." Yes. Despite QuestHelper, I'm always in awe of the new areas. I just wish more people were playing the game as slowly and badly as me. Another beautiful One More Go, and one that resonates a lot right now.