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"YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE… I discovered that all the work I had done that was meaningful and significant came out of an affectionate relationship with a client. And I am not talking about professionalism; I am talking about affection. I am talking about a client and you sharing some common ground. That in fact your view of life is someway congruent with the client, otherwise it is a bitter and hopeless struggle." All of Milton Glaser's points are worth thinking on, but this one feels particularly acute.
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"So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
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"Here’s a round-up of the top 10 readily-available monospace fonts for your coding enjoyment, with descriptions, visual examples and samples, and download links for each." I think I roughly agree with Dan on these.
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"Get over your ridiculous programming-language prejudices and stop endorsing real prejudices. It's this crazy little microcosm/macrocosm mirror effect. You never find bigotry in people with options. It's true in programming and it's true in real life as well, and it looks as if it's true in both places at the same time and for the same people." Giles is right, and the idiots who reached for their retweet button are definitely wrong. Less of this, please.
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"No. That would be your mother." Valve drop the next "Meet The…" video, and it's perhaps the best yet – certainly in terms of editing and choreography. And I love how the other characters – especially the Soldier – are still being developed in this.
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"This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
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"What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.
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"Locative social media is especially interesting because it directly affects how people move through the city. It can be terrifically fun and useful for people who fit its prescribed social model." This kind of proscription (or encouragement) of behaviour is interesting, and I think there are a variety of ways to do it "sensibly". And: how did you expand the group of "people who fit its prescribed social model"? Small changes of behaviour, amongst larger groups, are much, much more interesting.
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"Apple is creating an ecosystem of the kind of customers I don’t want. With the ridiculous approval process leaving bugfixes to take over a week to show up, with prices being driven down to nothing by farting apps… it just feels hostile to me. While I have plenty of great customers who have been raving about the app, all it takes is one little issue and it all comes crashing down." Sad, really.
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It's the hip-hop-songs-as-charts meme, but about being a PC gamer. Moderate chuckles abound.
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Jason Rohrer has a new puzzle game out, designed primarily for iPhone but also available for OSX/Windows/Linux as ever. The UI is very thoughtful, for something finger-driven; the game mechanic is complex, but I think I'll get a handl eon it soon. I hope.
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"As I watched the gunfire on screen, I should have been wondering what it was like to actually be in the shoes of those soldiers. But as I sat staring, I instead wondered whether the Marines had bothered to observe that building for civilian inhabitants before demolishing it. I wondered how any Marine that got shot in Iraq could endorse a game based on Fallujah where you can be hit by a hail of bullets and walk away. By the end, I was left wondering what Konami was thinking." A strong article from Nick Breckon on the problems already showing with Six Days In Fallujah. Thoughtful, well-reasoned, and not at all knee-jerk. I, too, am already concerned.
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Lovely: Creature Comforts meets "Hey There Little Fella". Totally charming.
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Ocean Quigley has a blog, and whilst all the stuff on Spore and Sim City 4 is super-nice, what I really like are his paintings and sketches, which are just lovely.
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"Daily deep-dive analysis of a specimen from the modern world's most exciting communication medium for penis humor."
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"…removing the screws made it clear that the magnetic zones serve a second function. When my screwdriver slipped, the screw didn’t fall into the depths of the case. Instead, it flew right over to the magnet, and I was spared the pain of extracting a three-millimeter needle from an expensive electronic haystack."
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James Box on interaction design as behavioural modifier. I really enjoyed this – mainly for its thoughts on architecture, branding, marketing, copywriting, rather than just on pure IXD. Some interesting products in there, too. Worth another look.
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"I think there's a lesson here: doing something in hardware isn't automatically cool, particularly for kids. It's harder to make things happen, so we veteran geeks get a thrill from it. We think that because it's physical, real, and a Robot, kids will automatically be excited. But for kids who are learning, and who don't appreciate the significance of the challenge, it's just hard and unrewarding."
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This is exactly the kind of thing I was talking about around a year ago – the value of bespoke, beautiful UI to interact with mundane code; people aren't just paying for software here, they're paying for interaction design.
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"…these various numbers are tossed around like so many doggie treats, so I thought I'd take Google Sketchup out for a test drive and try to get a sense of what exactly a trillion dollars looks like." A nice, simple piece of amateur informatics that is a good wake-up call.
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Margaret's slides from GDC2009. Even without the notes, there's clearly some great meat here, and "Stop Wasting My Time And Your Money" has some stonkingly good moments – notably, the discussion of the HL2 lambda, and a great, great Sam Beckett gag.
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"Mastery is not a prerequisite to improvisational play. The only prerequisite is confidence, and the only prerequisite in making the game is that we do not discourage the player from improvisation by "humiliating" the player." This talk really does sound like it confirms what I already know: Hocking is bang on a lot of money, very self-aware, and I want to give him consensual manhugs. Also, I want him to make more games. Lots more games. Curses at not getting to GDC.
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John Carmack writes about porting Wolfenstein 3D to the iPhone – there's a lot in here that's very interesting, and some smart notes on design and interface choices; there's also some Carmack Being Carmack. Still, he's an impressive developer, and it's nie to see someone being so open at development, especially for the iPhone
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"Tattoos from books, poetry, music, and other sources." As with all tattoos: some are misspelt, some are a bit blah, some are beautiful.
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"MOBY is a spout cover that brightens up the bath while keeping baby’s head safe from bumps." As swissmiss pointed out: adorable.
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"One of board gaming's most prolific and revered designers, Reiner Knizia, is actively searching for iPhone devs to help bring his games to the iPhone, says industry site boardgamenews." Oooooooooh. That is all.
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Rails plugin for intelligently searching within your application. Not a bad idea; will probably end up using this at some point.
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"I would love to see more games that use Flower as a model, not in the copycat sense of being "flying games" or "games where you're the wind," but in the high-level approach that the production implies. Smaller, shorter, higher-fidelity, more focused, more sensate experiences that are affordable, accessible, and digestible. The primary obstacle to one designing a game with these principles in mind seem to be finding an engaging core sensation that fits the constraints. I can't wait to see the results that this challenge brings." Some sensible, and lucid, thoughts on Flower from Steve.
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Jones has now seen "The President's Analyst" which is, by anyone's standards, a remarkable movie. Especially the bit in the cornfield. And the ending. Anyhow, he's screengrabbed loads of it on Flickr because it's just beautiful.
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"…the Wii’s software stack is designed with little to no future proofing. There are basically zero provisions for any future updates; even obvious things like new storage devices or game patches. What’s worse is that this will affect the compatibility mode of any future Wii successor." Interesting analysis of what's going on inside a Wii, even if the architecture is a little limited.
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"I smile. I didn't fool him in the slightest. But it doesn't matter. I didn't fall. Wax on the arm." Lovely.
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"An image a day and an MP3 to go with it, for no obvious reason." And no RSS, so you'll just have to turn up every day. Lovely concept.
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Wonderful, delightful, charming writing from Duncan Fyfe; this, and the eight chapters that follow it, are pretty essential, and they're nice and brief. Speculative fiction about games, culture, and the future. And fandom.
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Gosh, that looks lovely – and bonus points for a preview video that films the iPhone, showing the way fingers work on its surface, rather than just showing the results of interactions.
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"for a while now we’ve been meaning to post some early childhood snapshots of world of goo, to dig deep into our code repository and remember the good ol’ days. the early part of a game’s development is often very enjoyable because things evolve rapidly and there’s a great sense of accomplishment. it’s also a lot of fun to look back at those early days and laugh at what the game use to look and feel like." First in a seven part series, in which 2D Boy walk us through the – playable – origins of World of Goo. Game devs: more like this, please.
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"I'm sorry to say that Demiforce is canceling plans for Onyx." This is a real shame, because I was somewhat excited that Demiforce wasn't just ramping up for "another game", and was instead building something that might benefit the platform. As it is: oh well. Those Apple T&Cs are killer, it seems.
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"I was reading about arcades and how you'd have to queue to play popular games as well as follow rules like no throwing in fighting game or the others wouldn't let you play. This seems rather strange. The money cost must have gotten expensive pretty quickly as well. I'm not old enough to have been to them when they were around so I'm curious about what they were like." And then, 18 pages of wonderful gaming oral history; you'll be smelling the aircon and the chewing gum by the time you're through with this thread.
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"The aim, then, is to explore what makes a good children's game, to consider how this oft-maligned market can sometimes reveal bad game design habits that we've been conditioned to tolerate, and to offer a guide to the best games for kids available now by looking at the four design areas that I believe are key to making a successful game for children." Dan Whitehead's roundup of games for children is really very good: some strong thinking, good comparative analysis, and best of all, parental insight. More like this, please, EG.
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Wonderful interview with Marty Stratton and John Carmack on Quake Live; there's some really smart insight on development and business in here, and also some tidbits of Carmack talking code. Definitely one to mull over.
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"Dubai threatens to become an instant ruin, an emblematic hybrid of the worst of both the West and the Middle-East and a dangerous totem for those who would mistakenly interpret this as the de facto product of a secular driven culture." Which puts it nicely, but god, this is depressing.
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Very, very good – reminds me a bit of Galcon, but it's much more resource-driven and less twitchy. Nice and simple, and well-executed.
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"Arrrr me harteys. Thar be a meatship ahead in the oven…. Floating high on the 17,000 calorie seas, made with Bacon, sausages, pastry, mince, it's all meat, and it's coming to rape and pillage your arteries! Har har!" Uh-oh.
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"The key point, it seems to me, is to recognize that gameplay has tonality. Just as music, a non-representational medium, can evoke certain moods and emotions, game mechanics can elicit emotional states." Some good thoughts here about games as Gesamtkunstwerk.
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"The only difference between the end of Pownce and the end of Magnolia was that just one of those pieces of plug-pulling was planned. From the perspective of the people running those services, that’s a huge difference. From my perspective as an avid user of both services, it felt the same."
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"The game's hook is quite simple: upper-case Helvetica words fall slowly from the top of the screen, and you drag a missing letter from each to its properly kerned spot. The closer you are and the faster you manually drop the word, the better you do. Miss your goal by an inch and you lose a life… errr, ligature, which you can gain back by being right on the spot." Hah! Must try that.
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"Goaded by Mike Kuniavsky’s publication last week of an outline to his forthcoming book, here’s a table of contents for The City Is Here For You To Use. It’s a little unusual, in that it takes the form of a skeletal argument, or maybe even an essay; I hope you enjoy it."
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Pinball Dreams is out on the Phone/Touch? Oh wow.