• "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.
  • "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.
  • "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.
  • "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."
  • 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.
  • "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.
  • 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?
  • "…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."
  • "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.
  • "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.
  • "…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.
  • 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.
  • "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.
  • "Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
  • "Changing the Game (order via Amazon or B&N) is a fast-paced tour of the many ways in which games, already an influential part of millions of people’s lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace.

    Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun–it should be." I shall have to check this out.

  • "As a result, vendors here are more likely to decline to sell you something than to cough up any of their increasingly precious coins in change. I've tried to buy a 2-peso candy bar with a 5-peso note only to be refused, suggesting that the 2-peso sale is worth less to the vendor than the 1-peso coin he would be forced to give me in change." They're running out of coins in Argentina, and it makes for a seriously odd situation – and a reminder of the differences between value and worth.
  • "The artist Keith Tyson is offering 5,000 Guardian readers the opportunity to own a free downloadable artwork by him. The costs you'll have to bear are those of printing out the work on A3 photographic paper – and framing, if you so choose… You will be asked to enter your geographical location – which forms part of the unique title of each print."
  • "The media would have us believe that those with the best ability in Parkour require and condition to bodies of hypermasculine levels, and the first notions of this concept seem quite logical. However, it is known to any traceur that the spectacle of the masculinized body is not in necessary relation to one’s ability of movement. Mass media tries to paint another picture with a careful selection of handsome, muscular men as traceurs… At its simplest, the hypermasculine spectacle is an easier sell to masses. However, our problem does not end at the body. It is not only the body that is masculinized, though, as we see the same pattern occurring to the discipline itself." Interesting article on Parkour and gender; specifically, the hyper-masculinisation of the art by the media.
  • "Over three years ago I set a goal for myself. That goal was to have a max level character for every class in the game… Tonight, at long last, I’ve finally achieved my goal." Blimey.
  • "The Whale Hunt is an experiment in human storytelling." 3000+ photographs, with what seems like a confusing-and-shiny interface to explore them – but hides a detailed metadata manipulation layer underneath. Beautiful pictures, too. Something really quite special; the "interface" pages should explain more.
  • "Still, overall, Left 4 Dead's opening cinematic is a shockingly complete primer to the rest of the game. With only a few exceptions, almost any player going into Left 4 Dead for the first time will know exactly how to play the game: they already know the gameplay, the weapons, the enemies, the win scenario and the strategies they need to get through the game alive… the only thing not covered in the opening movie is the specifics of the interface." Yes – had this exact same conversation a few days ago. Although John is awfully down on Louis, which seems a tad unfair…
  • "The obstacles that exist are mere impediments to my motion, puzzles placed only to slow me down or stop my free-flow kinetic improvisation. No time to think or overanylize, only time enough to move. This is what the essence of gaming should feel like: a sincere, wholehearted attachment to the action (or actions) that one sets into play. It is a moment where the motivation at hand is intention only, whose aim is exploration and discovery, refined. It is the escape, distilled and realized." GWJ on Mirror's Edge, and never rewinding, never looking back.
  • "Metro Rules of Conduct is a game about the awkward situation of commuting in my hometown, Stockholm. Look at mobile phones, MP3 players and breast for score, but whatever you do – avoid eye contact!" Wonderful; the art-style works really well, as does the head-bob.
  • "Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows. Rockstar was torn between constructing a sandbox and a stage, and it shows. The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism. It's a game we deserve. " Pliskin on what GTA4 meant. Perhaps hyperbolic, but it's an important signifier of this year. The Redding quotation about Far Cry 2 is also a stonker.
  • All 226 entrants for the 2009 IGF. Heard of – and played – some of these, but many are unknown. Exciting to see the list, though, if only to be reminded that there's this many games being made and funded independently, at the large and small scale.
  • "aphex twin + vassily kandinsky + doom 2" – now that's a tagline.