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"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
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"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
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"'Why do you build your own computers?' Gloria asked earlier this week. 'Why don't you buy just buy one that's already built?' … It's because computers are fire… If I was a caveman (I'd be dead, because I can't see clearly two feet in front of myself without glasses, but that's not the point), I wouldn't go to the guy who discovered fire and ask if I get a light off his torch. I might let him explain the process–documentation, as it were–but then I'd go off, hold the torch backwards, cut myself with the flint, and generally do it wrong."
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This appears to be some kind of 3D-tinged mind-mapping software; Flatblack were behind the rotoscoped look of Waking Life and A Scanner Darkly; this is clearly an interesting digression for them.
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The Offworld 20 "…isn't just a list of independently made and under-appreciated games, it's a list of the games that celebrate what makes Offworld Offworld: the beautiful and the bizarre, and the games trying to push the medium forward and give us something we've never seen before, in whatever incremental way." Smashing. I love Offworld already, and this is a lovely list.
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"Monopoly, in spite being the classiest of all board games, unfortunately is packaged just as boringly and uncreatively as every other garbage board game on the shelves. So, I decided to repackage it… turning the class up to 11." Very pretty, but I miss the original typeface: the 30s-style sans-serif was very important to the tone.
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"…my feeling is that the barriers to verismilitude in video games aren't technological– lighting effects, texture work, mocapping– but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
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"…it’s become apparent to me that social software is a medium turns all communication into a self-representation game whose ultimate goal is popularity."
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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"I’d recommend that if you’re considering or actively building Ajax/RIA applications, you should consider the Uncanny Valley of user interface design and recognize that when you build a “desktop in the web browser”-style application, you’re violating users’ unwritten expectations of how a web application should look and behave. This choice may have significant negative impact on learnability, pleasantness of use, and adoption." Yes.
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Video from the side of a solidrocket booster from a shuttle launch – through launch, into the atmosphere, separation, and back down to splashdown. Incredible; hypnotic; magical to think that we made that.
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"The first UK Maker Faire will take place in Newcastle 14-15 March 2009 as part of Newcastle ScienceFest – a 10 day festival celebrating creativity and innovation." Never been to Newcastle. That could be exciting.
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"Don't be stuck staring at the screen! Mightier's unique puzzles are designed to be solved by hand with pencil and paper." You print out the puzzle, solve it with a pen, take a webcam picture of it… and the in-game laser carves the path you drew. Wow.
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"Take a break from your computer! Download, print and build your own pinhole camera. Follow the instructions and enjoy!" Beautiful.
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I love Jeff Bridges as a photographer, and his pictures from the Iron Man set are no exception.
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"Mathematically speaking, “Napoleon Dynamite” is a very significant problem for the Netflix Prize. Amazingly, Bertoni has deduced that this single movie is causing 15 percent of his remaining error rate; or to put it another way, if Bertoni could anticipate whether you’d like “Napoleon Dynamite” as accurately as he can for other movies, this feat alone would bring him 15 percent of the way to winning the $1 million prize."
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"In a detailed technical feature with sample code, Team Bondi programmer Claus Höfele delves into the practical steps for your users to get gameplay footage automagically uploaded online." Good that this stuff is being published. This kind of stuff really isn't that difficult; the hard bit is recording footage from your game or framebuffer; the rest of the process is trivial, and hopefully coverage on sites like Gamasutra will help publicise this kind of interaction.
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"The point in pointing out these numbers, since we’re throwing out analogies to films and videogame innovation, is that it seems that no matter how well a movie is interpreted as “innovative” by a reviewer, the truest mark of success lies in its ability to inure itself with the consumer." No. Commercial success is just one kind of success, and films like Eraserhead have had a far greater impact on young filmmakers than any amount of box-office smashes. The real rarities are films such as the Godfather or Citizen Kane, which manage to be box-office smashes and innovative masterpiece.
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"Anytime I hear the alpha futurist-y featurists get all excited about some kind of idea for how the new ubicomp networked world will be so much more simpler and seamless and bug-free, I want to punch someone in the eye. They sound like a 5 year old who whines that they want a pink pony for their birthday." Julian has ubicomp fail.
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Satoru Iwata interviews the product designer and producer behind the Wii Fit balance board. There's some interesting stuff on the prototyping process on the second and third page of the interview.
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"I still consider glass to be an extreme craft – you’re working with and fighting gravity and momentum in those 60 seconds before it starts to harden – but you learn to take your time, even if there are lots of moments of extreme concentration to keep a piece from disintegrating." Chris writes up his glass-blowing course; sounds great.
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"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
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"Rohrer is trying to make art in a medium that most people don't even think is capable of art. He can create this space of pure freedom, as artists have done in the past — isolation, introspection, ascetic poverty. But ultimately he has to send these works out into the world, and people have to respond to them. And right now the audience doesn't know what to do with them." Fantastic writing from Esquire; mature, sensible, and at no point apologist.
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"The 'better sequel' mentality is damaging both to the games industry and to the quality of games journalism. It is a deferral of critical responsibility, a patronising pat on the head for the developer who dared to dream and fell short in some mythically vital way. I don't want to be frustrated by dodgy controls either, but then I'm willing to blunder through if I'm going to get an experience I never had before." And this is why I've been sticking with it; I think Keith is on the right lines with this quotation.
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I really like the dot/tab/pad/board delineation, and the fraction/inch/foot/yard scale that accompanies it. A nice way of framing these issues.
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"Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
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"Unknown games are always the best ones… They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience." A lovely piece from Simon on what the end of a certain kind of retail experience will really mean.
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"Steve Rose notes that the recent films have seen Bond visit and destroy as much villain-architecture as ever ("The villains are the creators; Bond is the destroyer. He's basically an enemy of architecture"), and suggests this can be traced back to Fleming's difficulties with Modernist architects." Rod on Bond is always good, and bonus points for the punning title.
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"A series looking at different aspects of guardian.co.uk's rebuild and redesign project, which ran from October 2005 to September 2008." Looks like there's going to be some good stuff emerging from this; great to see the Guardian making it so public.
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"To be seen as art, games need to be easier. A lot easier. They don't have to be only easy. They can provide Elite Super Awesome levels for the enjoyment of those who love to be challenged." Eesh, I don't know. I think there needs to be easier games – hell, games are getting easier all the time – but a super-hardcore game like Psyvariar does _not_ need a built-in easy mode. Its purpose is to be hard. Not convinced by this article at all, unfortunately.
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"Because stupidity is such an unthinkably terrible thing in our culture, the students will then spend hours constructing arguments that explain why they are intelligent yet are having difficulties. The moment you start down this path, you have lost your focus."
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"Innovation seems to mean doing something so significantly different that you alienate the userbase that should be familiar with your product. More applaudable, in my mind, are those games that smuggle in small amounts of unique and exciting gameplay that enhances the experience without fundamentally redefining it… Warhammer Online is a game that abounds with this kind of innovation. From elements that are purely new and thought provoking, to small gameplay tweaks that subtly push new perspectives on tired MMO cliches, there is a lot of good stuff to be found in the game." Brandon Reihnart takes a look at WAR.
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4chan /b/ thread on the American economic deficit, which explains things quite well, and has stick-man-anon illustrations to boot.
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"I've just added a new feature to the site: maps showing many places at once. They allow you to, for example, see all the churches in London Pepys has mentioned in one glance. Or London streets, or places outside Britain, and more." Some fantastic maps-and-pins from Phil and Sam.
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"The series "A New Taxonomy of Gamers" wrapped up last Friday. For your convenience, here are the links to all 11 parts in one convenient post." Oh, this looks good.
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Heard some of this last night; a superb BBC documentary about Brian Wilson and some of his production techniques that shaped the Beach Boys' albums. Some great interviews, and lovely musical deconstruction of harmony and voicing. Obviously, as a "listen again" programme, it's only around for six days – so get listening!
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"Hired as visual artist in the summer of 2006, my challenge was not only to clearly present Braid's mechanics and behaviors, but to help tell a story that was anything but literal: part anecdote, part artifice, part philosophy. This article explains the process of developing visuals for a nearly-complete game with a highly idiosyncratic identity, the challenges encountered, and some of the nuts-and-bolts of our methods and tools." David Hellman on his work on the art of Braid.
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Man, SIGGRAPH papers have the best titles. This is a lot of seriously hardcore, cutting edge, graphic-programming nous. Also: "jiggly fluids".
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"The negative side of this, as your experience illustrates, is that Braid just lacks any immediate sense of fun. It does not set out to entertain you, and with the exception of some pretty aesthetic moments it makes you earn the pleasure you take from it. (Portal, which makes for a good point of comparison, wants the player to like it and desires to be understood in a way that Braid does not.)" I think Pliskin is spot on, here
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"An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done." Patrick Weekes follows up the RPS post criticising his own plot elements with some frank self-criticism, and some interesting explanations; a reminder of how hard creating any kind of meaningful choice can be.
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Yes.
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A blog from Tom, Flora, and no doubt shortly et al, about life in Hackney.
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Now this *is* interesting: a comments thread in which Michael Abbott's readers put questions to Iain Lobb, one of the designers behind Meta4orce… and he answers them candidly and informatively. Interesting stuff about the limitations of building games around TV shows for public service broadcasters.
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"I thought it was a parking ticket, and was annoyed. But up close, I saw it was just an empty envelope someone put there…" I'll let you click through for the punchline. Delightful, nontheless.
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Great selection of posts on how brands need to behave (and how they sometimes fail to do so) from Grant McCracken.
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Narrative-driven flash game from BBC Switch. Combines animated cut-scenes with minigames representing key plot aspects; as such, it's very linear. Script by Peter Milligan, though! It looks expensive; I'd be interested to know how successful it's been. As it stands, it's a little bit Freakangels-lite, a little bit Torchwood. And yes, I know how that sounds.
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A nice article about context, contracts, and a few other things related to game AI design. If you're interested in the field at all, it's a nice read.
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"I believe that the “auteur” school of game development is not only outmoded, but dangerous to the vitality of the medium. Instead, we must pursue deeply collaborative work styles and seek out diverse teammates if indie game development is ever to reach new heights and thrive beyond its current audience." I need to come to a better understanding about auteurship in this field; I'm not entirely convinced by this article.
Warren Spector quote of the day
28 June 2006
From the second page of this interview at Eurogamer with him today:
If all we do with the power of next gen hardware is increase our poly counts we’re doomed. We have to use that power to create new gameplay experiences – up the simulation level… find new ways to exploit physics… create more interactive worlds than we could dream of before… create virtual actors that can do more than run and shoot.
Yes, yes, a thousand times yes (even if the Gabe Newell/Richard Garriott school of game production has its merits, too). It’s a cracking interview – and today’s only the first part… so be sure to check back again tomorrow.