• "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.
  • "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!"
  • "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.
  • "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.
  • "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.
  • "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."
  • "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.
  • "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.
  • "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.
  • "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.
  • 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.