-
"His base is too good, and I don’t have the choke. He proceeds to take a more dominant position, scores points, and my body is burning from the effort. The choke he applies toward the end of the match is almost a formality, since I’m far too tired to do much more than hang on. Second place. Second place because I’m learning the triangle choke, not learning Jiu Jitsu. Chipp never wins tournaments." A fantastic piece of writing, about beat-em-ups and combat sports, and the mindset you get into as you play both. I'm not a combat sports man, but it nails some of the inside of your brain when you've played a lot of beat-em-ups, for sure.
-
"But to my eye, GIF is the most popular animation and short film format that's ever existed. It works on smartphones in millions of people's pockets, on giant displays in museums, in web browsers on a newspaper website. It finds liberation in constraints, in the same way that fewer characters in our tweets and texts freed us to communicate more liberally with one another. And it invites participation, in a medium that's both fun and accessible, as the pop music of moving images, giving us animations that are totally disposable and completely timeless."
-
"My wife and I talk about this. We talk about the protocol of the fertility clinic. We talk about her support group, and failure to produce. We talk about adoption, which is expensive and ambiguous. We talk about giving up on the process and living our lives without the ghosts of unconceived children (the most adorable ghosts there are). We talk, and talk, and wait." Powerful, sad, brave writing from Paul Ford. Sometimes, you wish things were nice for the good people in the world.
-
"I needed to get up to speed with doing recursive node structures so I coded up a project that would put a dot on the screen. When you tapped this dot, it would create a bunch of orbiting child-dots. These children could also be tapped, creating even more child nodes. This prototype took less than a day to create and I naively thought we would be done with the whole thing in a week, max. Silly me."
Marvellous, dense post from Robert on designing Planetary: lots of show-everything, material exploration, and plussing. What detail looks like.
-
"Years later, when recounting his conversations with Beckett (which he did often), André the Giant revealed that they rarely talked about anything besides cricket."
-
"In this scenario one sunny day you're working on low-level NoSQL projects at the Gootch or wherever, and you get an email from Facebook and you go for the interview and Zuckerberg is talking about scaling PHP and suddenly pauses, gets this look in his eye, pulls his hoodie over his head and says “You have sixty seconds. You should be running.” Because engineers, as we are often reminded, are the ultimate prey."
-
"A problem with the human mind – your human mind – is that it's a horrific kludge that will fail when you most need it not to. The Ugh Field failure mode is one of those really annoying failures. The idea is simple: if a person receives constant negative conditioning via unhappy thoughts whenever their mind goes into a certain zone of thought, they will begin to develop a psychological flinch mechanism around the thought. The "Unhappy Thing" – the source of negative thoughts – is typically some part of your model of the world that relates to bad things being likely to happen to you."
-
"Designers get handed a tool kit that has as many tools as a good swiss army knife, and the maps reflect these tools. Millions of people use them to make appointments across town, find restaurants, and drive home for the holidays.
But what if, instead of a swiss army knife, we used a box of crayons? Or charcoal and newsprint? Or play-doh? What would those maps look like? What could they tell us about the world?"
-
"One thing that I learned during the launch of the original Macintosh in 1984 was that the press usually oversimplifies everything, and it can't deal with the reality that there are many people playing critical roles on significant projects. A few people always get too much credit, while most people get too little, that's just the way it has always worked. But luckily, it's 2011 and I can use the service that I helped to create to clarify things." This is Good And Proper. (Also it's good management).
-
How ads used to be made. Some beautiful photographs here.
-
Useful notes on the modern way of deploying Rails applications with Bundler and Capistrano.
-
'"The expectation is slightly weird here, that you can do this stuff without killing yourself," added McNamara. "Well, you can't, whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."'
This is what McNamara considers responding to controversy. I'm furious that men like this are allowed to manage other human beings.
-
"This is an atlas, then, made by that other nature, seen through other eyes. But those eyes have been following me, unseen and without permission, and thus I consider provoking breach a necessary act." This is good.
-
"csvkit is a library of utilities for working with CSV, the king of tabular file formats." Ooh.
-
"Synapse is an app for Mac and Windows that allows you to easily use your Kinect to control Ableton Live, Quartz Composer, Max/MSP, and any other application that can receive OSC events. It sends joint positions and hit events via OSC, and also sends the depth image into Quartz Composer. In a way, this allows you to use your whole body as an instrument." Oooh. OSC into anything; really nice, dead simple, and exactly the sort of thing I've been considering poking.
-
"This is the S2H replay; an activity monitor/pedometer thing that does a similar job to the fitbit. Except it feels way more like the future than the fitbit because it's cheap, fashiony and simple. And you they'll actually deliver one outside the US." I like "fashiony" as both an adjective and a watchword. The S2H sounds pretty nifty, too, and Russell's write-up is great…
-
"Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice – some sensible, some common sense, some insightful, some entertaining – on writing. And: much of it applies to other creative disciplines, too.
-
"Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
-
"I'm imagining that Curling is project management: sweeping in front of the stone to both clear a path and influence the direction, but without touching it; a good curling strategy is to both knock the competition out of the way and get closer to the target, sometimes with different stones; …plus you can drink and smoke while you play"
-
"Accept that everything you say will be forgotten and ignored but write as if you and your words are immortal. Don’t just describe but justify – make sure the reader knows WHY the record exists whether the reasons are righteous or rascally. And always remember you’re not here to give consumer advice or help with people’s filing. You’re here to set people’s heads on fire."
-
"In business, words are like fashion. You try a word on because important people around you are saying it and getting results, but you may not actually know what it means." Rands helps you discover what the words actually mean. As usual, he is right.
-
A game about protest, conflict, and shades of gray. Worth playing through to the 'end'; certainly made me think, and unlike any game I've played in a while. Not sure how this passed me bay.
-
"Whenever is a Ruby gem that provides a clear syntax for defining cron jobs. It outputs valid cron syntax and can even write your crontab file for you. It is designed to work well with Rails applications and can be deployed with Capistrano. Whenever works fine independently as well." Pretty DSL for generating crontab in a rubyish manner.
-
"William Petersen as Gil Grissom, David Caruso as Horatio Caine, Gary Sinese as Mac Taylor, Mark Harmon as Jethro Gibbs, Anthony LaPaglia as Jack Malone. These guys are the franchise players of primetime TV. But they are also role models. Each represents a different management style." I'd work for Grissom instead of Gibbs in a flash, personally, but I'm an eccentric and I like eccentric managers.
-
"BREADBOX64 is a twitter client for the C64/128 which allows you to tweet from a real C64 and show your friends timeline." Now that's a classy look.
-
"There was a point a few years ago whenever somebody called a meeting that I had to attend, then whoever called the meeting had to pay me a dollar. And I got a lot of dollars that way. It did make them think twice about calling the meeting, even though it was only a dollar." Will Wright has a good point.
-
"What we didn't predict was how cheap storage (and other computer-ish) improvements would change the market. That's called the "X Market"—it's all about how the product you're introducing changes the marketplace you're selling into rather than how much of the existing market you'll be able to capture Had it not been for the X Market, hard drives would be specialty items today… Many consumers feel cramped with 100 GB of storage. Home entertainment systems are available with over 10 TB of storage. A consequence of super-cheap storage, at the same time that it's what makes said storage a viable product."
-
Italians getting into rental, rather than ownership. Products become services.
-
"The unforgiving streets of public television are no place for weakness: either you fight, or you die. Join the courageous young brawler Large Avian as he embarks on a rampage of revenge against the animatronic gang that killed his family and defiled his nest. Watch as our hero trashes Oswald the Grump, spells out certain doom for the Cracker Beast, and puts their calculating, blood-sucking leader down for the count. New episode every Sunday!" Want this so badly.
-
Huge, and a bit baggy, but nontheless interesting account of a trip to the SBO Qualifiers in the US; if anything, makes me sad that there's no way we'll ever see an arcade scene like this in the UK ever again.
-
"Some time ago, Simon Schama wrote an article for the Guardian on the perfect bolognese sauce. Like any other enthusiastic cook, I've been finely honing my sauce for years and finally had it nailed down to what I considered to be Very Good. However, I saw the article as an opportunity to challenge myself, rip it up and start again and above all, get one over Schama. So here's my recipe:" Epicly epic bolognese recipe. Should try this some time.
-
A rough guide to building your own ExceptionNotifier for CodeIgniter. Might come in handy.
-
"It may be a little hidden but Git actually comes with auto completion, you just have to set it up." I did not know that. Useful!
-
"The program seeks to accommodate up to 15 students who are considered "at-risk for dropping out or poor performance in core classes", focusing on themes such as literacy and writing, mathematics, 21st-Century technology skills, leadership, and more. The site argues that students who are considered "at-risk" usually haven't reached that point because they lack the capacity to learn, but because school no longer holds any relevance to them or it bores them…" …and so it uses WoW to provide them with relevant usage-examples of the subjects they need to get better at. Not entirely convinced, but interesting that they're using a wiki to collate lesson ideas/plans.
-
"In the case of European Air War, what management wanted was a very cool game to sell that customers would love. What the lead programmer did was present it to them so that they could see, clearly, that this was exactly what they had on their hands already. They, too, were having trouble digging through all those details and seeing the big picture." Lovely story about the importance of presentation on any kind of project.
-
"Being a light-hearted look at the world of story and writing in games." Written by Richard Cobbett, it's quite a lot of fun. And he's played Realms of the Haunting, too. Awesome.
-
"An obsessive meeting schedule is an investment in the boring, but by defining a specific place for the boring to exist, you’re allowing every other moment to have creative potential. You’re encouraging the random and random is how you’re going to win. Random is how you’re going to discover a path through a problem that one else has found and that starts with breathing deeply." Oh. That's an interesting way of looking at it.
-
Alan Taylor on a year of the Big Picture. It's been a successful one, if you ask me, and it's a wonderful site; there are few updates in my RSS reader I look forward to as much as it.
-
If you want a wrap-up of the Microsoft keynote, you could do no better than Brandon's wrap-up for Offworld – spot on, nicely detailed, and covering all the facts with great illustration. Whilst their titles – L4D2, Forza 3, etc – are obviously real assets, it's their commitment to the 360 as a platform in the living room that was impressive.
-
"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
-
"…as developers, we need to deal more honestly with the disparity between our reach and our grasp – which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
-
"With limited influence, unlimited hands in the pie, a low barrier to critique, and the perception of triviality, frontend engineers are the janitors of software development. Rather than cleaning up trash, the boulder they toil beneath is skew: the distance between team member's conceptions of a project." This really feels very familiar: it's the most under-appreciated art in the stack of software development, and the one that takes the brunt of the crap.
-
"Best of all, for impatient gamers the developer plans to conceal load screens with a mini-game where players can connect a USB keyboard and write an undergraduate thesis on the illustrations of Gustave Dore." Seriously, this already sounds much better than the Redwood Shores version…
-
Farbs quit 2K Australia. This is his resignation note. It's fun, and not in any way mean.
-
"The reason for [Singstar's relatively "low" Metacritic scores] is also the reason that this is an article about SingStar, and not a review of SingStar Queen and the new wireless microphones: SingStar is now basically unreviewable. Unlike Guitar Hero: Metallica, or AC/DC Live: Rock Band, SingStar has morphed from a game into a service, and defies traditional critical judgement."
-
"I think issues of power and governance are going to swiftly rise in importance on internet communities, as they expand to include more different kinds of people. It's interesting that some of the best, most resonant ideas on these topics that I've encountered over the years has come from political writers and may have been produced even before the internet." Mike has read lots of books, and his quotations/sources here are great.
-
A wonderful old postmortem – on Shadows of the Empire for the N64. As a launch title, there was lots of working with unfinished hardware, prototype controllers, and SGI workstations; it's long and detailed, and a fantastic portal to a world that seems eons ago, even if it was only 12 years away.
-
"In fact the propeller is really rotating. Russians fix a magnet on their helicopter blades. The device sends a signal to synchronize a movie camera, allowing to visualize efforts and deformations on the blades." Hypnotic, and unnerving.
-
"Looking in, it’s clear that the game industry is broken and not getting fixed anytime soon. I will not be joining the game industry. I’m interested in building a profitable business making fun games in a good working environment, and that’s simply not what it does. Maybe I could hoist one more flag in the indie games parade, but I think of myself as building a Micro-ISV in the web software business. It’s a much nicer community." As usual: anyone with a degree of sanity looking in from the outside comes to the same conclusions.
-
"Usenet, IRC, forums, blogs, and now media like Twitter have all been black-marked as houses unfit for reason to dwell within. And so we roll our eyes, sigh, and quietly accept the idiocy, the opportunism, and the utter disrespect for our peers and ourselves that is technical discussion on the Internet. This need not be the case. It is possible to have a reasoned technical discussion on the Internet. People do it every day, particularly in smaller online communities where social norms are easier to enforce. We can do it."
-
Mike Kuniavsky being really good, again, about avatars, physical mashups, and mashups as opportunistic design. Loads of great stuff inside the pdf.
-
"…yes, if I’d gotten a Lenovo when you all suggested it, I’d have a spill-proof keyboard with drains. That’s my plan for the next time something horrible happens to my laptop, which should be any day now." Randall Munroe's laptop died. I blame the package management, rather than the milk, personally.
-
"They took the trailer from "WestSide Story" and made it look like "28 days Later", hillarity ensues." No, that's bloody brilliant.
-
"I would urge everyone to start looking at the world in a different way. Spend some time looking at everyday objects, at their design, their shape, their individual characteristics. Think ahead and imagine their significance. Many are interesting and aesthetically pleasing in their own right, if you just give them some attention." Martin Parr on noticing the everyday.
-
"The problem is that what made GoldenEye so good was a fleeting, transient quality that can never be grasped again: it's not that the game was especially brilliant by modern standards, but rather that it utterly eclipsed its contemporaries. These days, the FPS is as comfortable on consoles as it is on Windows, and for a Bond shooter to have the same impact as GoldenEye it would have to outperform Call of Duty 4, Halo 3, BioShock, and Half-Life 2. In short, it would have to be revolutionary." Although: a big part of what made it so good was the social side of the jerky split-screen multiplayer, and Live just isn't the same. Yes, there was the context, but there was also some kind of magical glue holding it all together. Still, there are lots of smart, sensible points here, about emerging from the shadow of Goldeneye.
-
Pup ponders the heat-death of the universe. Beautiful, and a lovely use of space, too.
-
"CRM training encompasses a wide range of knowledge, skills and attitudes including communications, situational awareness, problem solving, decision making, and teamwork; together with all the attendant sub-disciplines which each of these areas entails. CRM can be defined as a management system which makes optimum use of all available resources – equipment, procedures and people – to promote safety and enhance the efficiency of flight operations."
-
Scrapes lots of things, produces a useful page which actually manages to stay up. Also, it spells TRANSPORT CHAOS the only way it should be spelt: in capitals.
-
Named for the year the BJP was founded; nicely written, and not just a fast-moving press release stream.
-
All Kenta Cho's code on wonderfl.
-
Kenta Cho's making stuff on wondfl, in ActionScript. This example is ASCII-based bulletty goodness.
-
"So perverse as it might sound, I'm going to plead for less choice in video games. It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium. Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth." All true, and FC2 is a fantastic example of this. But: this is just one way of making games. More of this, yes, but don't forget all the other approaches.
-
"write Actionscript3 code in a textarea, and your code will be compiled server side. Your compiled Flash will be reloaded automatically in the right side of the page, so write code and see it real-time." And you can fork other people's code. It's like github and Heroku all at once, but for Flash.