-
"Economics has been defined as the science of distributing limited means among unlimited and competing ends. On 12th April, with the arrival of elements of the 30th U.S. Infantry Division, the ushering in of an age of plenty demonstrated the hypothesis that with infinite means economic organization and activity would be redundant, as every want could be satisfied without effort." Remarkable article; fascinating for its subject matter, when it was written, what it describes, and the patterns that hold up inside such a regimented economy. A must-read, really – can't believe it took me so long to get around to it.
-
"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality– the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide– that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
-
"It's an easy, irresistible, almost childish pleasure: the ground meat dissolved into a dark blood-red sauce until they are one and the same; no hacking, slicing or cutting needed; a slurpy goodness; the oily bolognese hanging on to the slippery pasta; guaranteed joy in a world that's just ruled it out." Recipes for ragu.
-
"Suddenly, instead of Pong, Nolan Bushnell unleashes a stark, monochrome rescue challenge on the world. AVOID MISSING PRINCESS FOR HIGH SCORE burns itself into the brains of a generation. A couple of sequels expand the world of this strange new hero and, keen to bring its popularity to bear on the 2600, Atari execs strong-arm Warren Robinett into populating Adventure with mushroom monsters and making the green dragon friendly." Delightful alterna-history from Margaret in her Offworld column.
-
"Soon enough, amid the daily grind of his obsession, he would see in the game itself a way out of the bleak hole he had fallen into. He would take a clear-eyed, calculating look at what he and his fellow players had been doing all those months—at the countless hours they'd given over to the pursuit of purely virtual but implacably scarce commodities—and he would recognize it not just for the underexploited form of productivity it was but for the highly profitable commercial enterprise it might sustain." Fantastic article from Julian Dibbell on IGE, the massive real-money trading operation.
-
"We will both have to take responsibility for our consumption. A product that keeps working for longer uses less-resources in the end. The key ingredient to all this is quality. To make something well, you know, the best you can do. To go the extra mile that it takes to do that. Every stitch, every zip, every little feature considered. The weakest points made strong. Then, and only then, have we made something that will last the test of time. Guaranteed for a minimum 10 years. Each product will come with a hand me down contract. You will sign who you want to leave the product to. This is legally binding."
-
"Trust begins when I can see the design intention of an application." Great stuff from Rands on how sync should work – namely, in the dumbest way possible – and what building trust into application design looks like.
-
"Throughout most of the year, gaming is distraction and entertainment. November separates the proverbial patriarchs from their upstart offspring. In November, the Gamer! and the With Job! blur. I spend my ill-defined work hours thinking, talking and writing about games. And the time I'm playing games become a form of work – a struggle to keep up no less frenetic than that of the clock-manager in Metropolis." This year's November release schedule was crazier than most, too.
-
"the brains behind the siduhe bridge decided to ignore all those options and break another record instead. they attached the 3200ft cables to rockets and accurately fired them over the valley, becoming the first people to do so." Woah. The photographs are awesome.
-
"For even if all it does is sit ceremonially on your mantelpiece next to a bar of Toblerone and a signed photo of Swiss Toni as a tribute to all things Swiss, you will have achieved greatness, my son." Best. Product. Description. Ever. (This feels like an April fool, but apparently no).
-
Oh jesus it's a Watchmen videogame and it's been converted… into a free-roaming beat-em-up. Rorschach in Streets of Rage 3D. Shoot me now.
-
Yes.
-
"ACME is a worldwide leader of many manufactured goods. From its humble beginnings providing corks and flypaper to bug collectors ("Buddy's Bug Hunt/1935") to its heyday in the American Southwest supplying a certain coyote, from Ultimatum Dispatchers to Batman outfits, ACME has set the standard for excellence. For the first time ever, information and pictures of all ACME products, specialty divisions, and services featured in Warner Bros. cartoons (made by the original studio from 1935 to 1964) are gathered here, in one convenient catalog."
-
"…while almost all of the game’s residents are free to go as they please, heading off to new towns and lives on a whim, once you step off the bus and choose a house in which to settle, you’re here for good…. you are the local constant, the hick who’s never left its borders and there is some comfort in the knowledge that the places the other animals leave for can never be known by you." Simon's original version of his Wii Animal Crossing review; some lovely analysis of the series to date.
-
"Uses the Flickr shapefiles to show you where the world thinks its neighbours are." Damnit I wish Tom would stop magicking up awesomeness all the time.
-
…and bloody frustrating too.
-
Clive Thompson on how Mirror's Edge "hacks" your proprioception: "it explains, I think, why Mirror's Edge is so curiously likely to produce motion sickness. The game is not merely graphically realistic; it's neurologically realistic."
-
Detailed write-up from Alice of a presentation from Turbine – the stuff on where to draw boundaries between game and web is really, really interesting.
-
Oh god, pets now have talent trees. Why does the game get complex just as I've begun?
-
"Making games is easy! Well, okay, maybe it's actually kind of hard, but starting out is easy at least! Especially when you have Kongregate's shootorials (shooting tutorials) to guide you through the process." Tutorial on making a 2D shooter in CS3. Awesome!
-
"So to recap, we have scraped some data from a wikipedia page into a Google spreadsheet using the =importHTML formula, published a handful of rows from the table as CSV, consumed the CSV in a Yahoo pipe and created a geocoded KML feed from it, and then displayed it in a Yahoo map." Wow, etc.
-
"The dataspace of the well-tempered environment will soon be invaded by logos, credits, banners and offers. The financial temptations will, I suspect, be too hard to resist." Loads of excellent stuff in here besides this, though. Can't recommend enough.
-
This is wonderful "wilfully fictional" advertising: an affectionate pastiche of the geek's love of unboxing videos, with some wish-fulfillment as to what unboxing ought to really look like.
-
"And if all videogames could ever aspire to was being big, dumb, blockbusting escapism, does that even matter? Hasn’t every generation that ever lived created make-believe worlds to climb into and take refuge? I don’t know. I don’t know. I just wish we’d asked each other the questions a bit more fifty years ago." Too many quotations to choose from in this; wonderful writing from Simon Parkin.
-
"The upcoming presidential election has seen record fund-raising by the candidates and a host of new donors. Now we want our users to be able to analyze and reuse some of the data we’ve been looking at while reporting on the campaign."
-
"Do you really want them campaigning in your hobby? I don’t."
-
Fascinating to see such emphasis on the manufacturing process, accompanied with wonderful footage of factories that takes me straight back to the documentary sections in Playschool and Sesame Street. The milling sequence is beautiful. (The product isn't bad, either, but I'm mainly interested in raising awareness of mass-production in an age of coming scarcity).
-
"Alternate movie posters about film brand integration." Beautiful, typographically speaking, and definitely honest.
-
"Imagine if Apple had decided to make a MacBook that was priced like an iPod. That's what Asus is doing."
-
"If you've ever needed to produce PDF documents before, in Ruby or another language, you probably know how much it can suck. Prawn takes the pain out of generating beautiful printable documents, while still remaining fast, tiny and nimble. It is also named after a majestic sea creature, and that has to count for something."
-
"EA has confirmed that the advert was paid for by Obama."
-
"I wasn’t concerned when Netscape started losing market share to Microsoft. I didn’t sweat it when the stock price stalled. The reason I started thinking about my next gig was, months before either of these two events occurred, one of the lunchtime bridge team left. The game stopped. The small group of four no longer spent a long lunch quietly, unknowingly defining the culture of the company and everyone who was watching noticed."
-
"The 2 opponents perform magical gestures with their hands to create their supernatural weapons – spells. Some are so potent as to be able to blind a man, call forth terrifying creatures, or even kill the unfortunate victim instantly. Consequently each wizard must rely on his own cunning to be able to time enough defensive spells to avoid the brunt of his adversary's attack, yet force in sufficient offensive spells of his own to crack the magical armour of his opponent, and kill the wizard outright. The game is an attempt to capture the spirit of such a battle in as simple yet exciting way as possible." The "waving hands" game by Richard Bartle.
-
The results are now out. No surprises that Soundless Mountain II wins, but nice to see a late entry from the entertainingly Crush pastiche, "Squish". In Squish, a 2D game gets flattened to a 1D game at the touch of a button! Brilliant.
-
"I used to scoff at paying a premium for jeans that come with holes in them already. Then I saw just how much work goes into distressing jeans, and I realized that these people are artists."
-
"The main screen of the application. All operations are performed using this screen." And you can tell, you know. What a UI!
-
…and then a massive anonymous slagging-match and name-calling session begins in the comments. Some reasonable commentary in amongst a lot of mud-slinging about the state of EALA…
-
"Take the hassle out of organising football". It's been done before, but perhaps the brand, mobile experience, and quality of product will win out for Nike's team-management app. They showed us the MMO with Nike+; now they're doing guild management for the masses.
-
"In essence, the in-game physics cooked up by Pure's designers isn't merely a matter of being realistic or unrealistic. The physics is evocative, creating your worldview within the game, and even metaphoric: When you play Pure, you realize that physics is one of the truly artistic elements of an action title." Yes! Spot on, Clive Thompson.
-
"One thing is clear. Microsoft has to move beyond its mentality of being a software company that can launch fast and fix later. With global markets and global launches, the consequences of such a cavalier approach to hardware quality can start to pile up." Detailed, long article from Dean Takahashi on the myriad problems with the 360 hardware, and how Microsoft responded.