-
Contains photographs of a PIG in TINY WELLINGTON BOOTS.
-
"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring…
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase. -
"Clearly we had not been invested enough in the narrative."
-
Francis has gained his own clothing line, and I need this shirt like a red wizard needs food.
-
'London police are now deleting tourists' photos because "photographing anything to do with transport is strictly forbidden."' Oh god.
-
"Protovis is a visualization toolkit for JavaScript using the canvas element. It takes a graphical approach to data visualization, composing custom views of data with simple graphical primitives like bars and dots."
-
"[within the games industry]… the creativity-medium-invention and attitude-practice-deconstruction models often hold no water. Rather, there is only importance placed upon the “talent-meiter-immitation” model that is still in practice in the industry today." An interesting analysis of the nature of education (as it relates to the games industry) and models of learning. I have often lamented the depressing state of how career progression in the industry works, and this article helps quantifies it.
-
A thoughful post (as ever) from the L4D team detailing some of the balancing and planning that's gone into the Survival Mode experience. Looking forward to firing this up next week…
-
"The genre of the palindrome, playful and ludic as it is, nonetheless has a strong implication of violence. In the work of its foremost practitioners, Velemir Khlebnikov and Vladimir Nabokov, as well as some of their postmodern successors, the palindrome is closely linked to death, cannibalism, beheading, and murder."
-
Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
-
"…hard-core players are comfortable mentally manipulating Peggle's complex physics. They can build models about where the ball is going to go, even after the seventh or eight collision. A frustrated casual gamer looks at Peggle and sees chaos; a hard-core one sees causality." Oh – now that _is_ an interesting way to look at things.
-
This is great: a 25-minute video from Blurst looking at a short prototype they built. During the retrospective, other members of the team question the designers/developers about their intentions, their goals, and examine ways to make the prototype into a better game. There's some good questioning, some nice explanation, and it's a great insight into a process built around rapid prototyping and execution on top of Unity. Interesting to see how another company work on rapid prototypes and then try to "find the fun". Also: making the prototype public is another great piece of explanatory work.
-
Lovely interview with Dylan Cuthbert, of Pixeljunk, about some of the design processes behind the Pixeljunk games.
-
"A frequent question people ask us is “how do I transfer my database between my local workstation and my Heroku app?”" The answer is: using taps. Database push/pull, to/from Heroku, and to/from different database vendors. Very, very clever.
-
"Today I gave a two week's notice of my intent to resign. The letter was written in frosting on a full sheet size cake. The cake was delicious and it was well received."
-
"I would be very interested in seeing a BSD game that introduced some moral ambiguity, or unexpected and painful consequences. I'd love to see a game where you start off with balls in full swing, then slowly start to realize that–mother*ucker–you're on the wrong side." Bill Harris gave up on Killzone 2. I'm mainly linking to this just because of the coinage of "BSD" as a genre, which is perfect.
-
"Sometimes, it’s worth joining the dots between a few things you find." If in doubt, make a story out of nice things you saw. In this case: a quick exploration of the fantastical in design. With lots of pictures!
-
Probably the most comprehensive page on Pob I've found, with, most importantly, pictures of Rod Campbell both drawing mechanisms and opening boxes. Which is the bit I always want to refer to, but never can find pics of. Until now!
-
"The web is about sharing … and people will share with the tools they’re given. If username and password are front and centre, then they’re the tools people will use. There’s so much usability dogma about reducing the sign-up process and throwing people into use that important details – such as explaining what all the cogs and levers do – are forgotten, or assumed as knowledge." This is excellent, and all true, and I do not know how to solve this. But Chris' comments – that this is not stupid, this is how people are – are all spot on.
-
"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.
-
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.
-
"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.
-
"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.
-
"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."
-
"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.
-
"Sometimes, when the wind is warm and low, when the gear ratio is perfect and the tyres pumped, and when the road is soft and quiet, I feel weightless."
-
"A few lonely zombies are looking for love on the Bay Area Craigslist." Lovely.
-
"…while there will no doubt be a small but vociferous core of Third Strike veterans who cry foul over the series' apparent simplification, they will be vastly outnumbered by those players who get to fall in love again with the Street Fighter of their youth: one that's easy to pick up and play, yet near-impossible to master. As a result this is, in almost every way that matters, the perfect Street Fighter." Very excited. Very, very excited.
-
"I've had too many conversations with game-makers (particularly from my Scottish locus) who, when presented with a range of possible game motivations and scenarios that don't involve spectacular male violence in urban settings, shake their heads and say, "just don't see the game in that, Pat. You gotta see the game." I've always suspected that this was male geek laziness on the industry's part. Incidentally, this report is based on a sample set that was 85% male." Maybe; but sometimes, "seeing the game" is an important part of game design. That doesn't always call for free-roaming urban-carnage, but I'm not sure I can entirely agree with Kane's quotation here.
-
"With Half-Life and Counter-Strike, and more recently Team Fortress 2, we've learned that we're no longer making stand-alone games but creating entertainment services. With Left 4 Dead we're extending that tradition by creating additional gameplay and releasing our internal tools to aspiring developers so they may also create and distribute new Left 4 Dead experiences." Lots of places have the news; this quotation is the killer, though. "Entertainment services". GAAS, anyone?
-
"What's So Great About The Wire?", a course at UC Berkley. Given the comparisons they suggest, to leave out any of Series 2 from their studies is, frankly, criminal.
-
"On Tuesday we shipped an update that added a bunch of features / bugfixes / balancing tweaks that came out of the community's feedback. In particular, it made some changes to the underlying TF damage system, and as part of that, it modified the way critical hits are determined. We thought it might be interesting to dig a little into the change, and hopefully give you some insight into our thinking." Another cracking example of explaining game mechanics clearly and directly, to an engaged community.
-
"You've got to get shit happening – you can talk about it, you can write it down, it means nothing until you actually make it and think f**k that's nothing like what I thought it was going to be! That happens most of the time." Gary Penn on prototyping, getting real, and how they do stuff at Denki. More good stuff.
-
"We always start with the idea of toys," says Ralfe. "They're the quickest way into finding fun. Rules aren't fun, so we never begin with them." Great feature from Keith Stuart on a visit to Denki; lots of good stuff in here.
-
Fantastic, all of it.
-
Sneeze is the latest minigame inside Routes to be released. It's a bit like Boomshine and Every Extend, except using the common cold as your weapon. Children are easy vectors, the elderly are slow but you get more points for infecting them. Lots of fun, and great splatter effects.
-
"This story clearly illustrates the problem with ordering over the phone." Oh dear.
-
"A set of rudimentary exercises intended to prepare students of rhetoric for the creation and performance of complete practice orations (gymnasmata or declamations). A crucial component of classical and renaissance rhetorical pedagogy. Many progymnasmata exercises correlate directly with the parts of a classical oration."
-
"Our team of investigative journalists has compiled a database from four years' worth of company accounts to show how much the FTSE 100 companies make in pre-tax profits, and how much they pay in tax. We have published this data as a user-friendly interactive guide at guardian.co.uk/taxgap/data." But, as well as the user-friendly guide, there's also all the data. Bravo.
-
"Unlike other games, L4D brings this entropy to the surface — there's a palpable feeling of dread throughout, as if the world is relentlessly and mercilessly trying to turn you into a red mist as fast as possible." Not convinced entirely, but this is a really important point: the best games expose their mechanics in plain sight. The systemic nature of the game – the entropic tension between survivor and zombie – is clearly critical to it, and there's no point where that's not made clear.
-
"FreeAgent is an easy online accounting tool, perfectly suited for freelancers and small businesses." Lots of good support for UK-based business, especially when it comes to tax calculation.
-
"Templates are simple ruby files containing DSL for adding plugins/gems/initializers etc. to your freshly created Rails project." That looks very handy.
-
I've had this bug for ages. Basically: when you upgrade to Lightroom 2, keywords from Lightroom 1 aren't exported by default, making exporting to Flickr irritating, because you end up having to rekey some (but not all) keywords. This magic Lua script fixes everything.
-
"During Condition 1 weather, winds gust at speeds of anywhere from 50 to 60 MPH and the wind chill hits anywhere between 75° F to 100° F below zero. Ouch. Not surprisingly, personnel are prohibited from leaving their buildings during these storms." Which gives them ample time to make videos like this.
-
"Most usability experts will agree, Dr. Donald Norman’s book “The Design of Everyday Things” is required reading for any aspiring user experience or product designer. But it’s also an excellent resource for game creators – even if it’s less commonly found on studio bookshelves." NGMoco's blog, on POET, and what it means for game designers. Not rocket science, but really well explained to a non-specialist audience.
-
Roo writes up his first experiments with his microprinter. The barcode stuff is particularly interesting.
-
"Hackers across the country are buying up old old receipt printers and imaginatively repurposing them into something new. We call them microprinters." pbwiki site for gathering resources around microprinters. Nice! Still waiting on mine (from the same load as Roo's) to arrive, though…
-
"With that in mind, I present to you a gallery of paintings made by one Hoenikker J. Troll, hunter at large and painter at other times. He dragged an easel and paints all around this world. Of Warcraft." WoW screengrabs run through artistic filters. Some are really quite pretty, as, to be honest, is the source material.
-
"…video games are driven by the player, experientially and emotionally. Fictional content–setting, characters, backstory– is useful inasmuch as it creates context for what the player chooses to do. This is ambient content, not linear narrative in any traditional sense. The creators of a gameworld should be lauded for their ability to believably render an intriguing fictional place– the world itself and the characters in it. However the value in a game is not to be found in its ability at storytelling, but in its potential for storymaking." Some commentary on the scale of storymaking games offer, from Steve Gaynor. Also: I like the word "storymaking", as opposed to "storytelling".
-
A pretty comprehensive list, I think.
-
AASM is "a library for adding finite state machines to Ruby classes. AASM started as the acts_as_state_machine plugin but has evolved into a more generic library that no longer targets only ActiveRecord models." And as a result, I might be using it a bit.
-
"It’s easy to roll your eyes at the people who look at an Xbox 360 controller or Dual Shock and say it’s too complicated. “Left 4 Dead” proves there are hardcore experiences — not just Wii and DS games — that can draw them in…but the controller remains a challenge that won’t be easily overcome." I'd never roll my eyes; modern pads are very complicated, and twin-stick move/shoot is one of the hardest skills to acquire. Still, a nice piece of commentary on what learning to use a controller looks like, and a healthy reminder.
-
"So when I play Fallout 3, and I think this is probably true for most people who are over forty, some part of me is always wondering if this is what it really would have been like. Not in terms of enemies, but in the way that humans banded together into small groups to create enough order to survive." Bill Harris on a perspective on Fallout 3 that I'll never have.
-
Click "CM Gallery". Watch. In order to illustrate the xiao's ability to not only take but also print photographs, Takara Tomy really pushed their anthropomorphic metaphor to the limits.
-
"Yes, it's true that at no time while playing Prince of Persia did I feel any of the frustration that I felt on a regular basis in Mirror's Edge. But neither did I ever feel the joy of doing something right, of stringing together a perfect series of vaults and wall-runs and feeling like it was based on my own skill. Can one exist without the other? Is it impossible to create joy without difficulty? I don't know. But Prince of Persia lost something significant." I'm a bit worried about the new Prince, especially having read this; the challenge/reward balance is hugely important to it as a series, especially since the marvellous Sands of Time. Also, more worryingly: are developers shying away from letting players fail any more?
-
"The Facebook Republican Army, based on Brighton's tough Whitehawk estate, looks for parties on Facebook. The gang boasts it travels nationwide – and has even bought its own coach." Oh boy.
-
"As the about page says, if you live exactly 6 minutes from Sunset Tunnel East Portal, 8 minutes from Duboce and Church, and 10 minutes from Church Station you may find it useful too." Bespoke tools for yourself that might happen to be useful to others. I like this a lot.
-
"The Firefox add-on "Pirates of the Amazon" inserts a "download 4 free" button on Amazon, which links to corresponding Piratebay BitTorrents. The add-on lowers the technical barrier to enable anyone to choose between "add to shopping cart" or "download 4 free". Are you a pirate?" Almost certainly not the first example; perhaps one of the best realised.
-
"That's how I got here. How long will it be before someone builds a raft and sets sail in space? Bill Gates has over fifty billion dollars. What if Richard Garriott had fifty billion dollars? If he wanted to, would that be enough money to build a rocket to get him into space, and a self-sustaining environment in which he could live? Would he want to sail away and never come back? … No matter what happened in our future, [whoever built that raft] would forever be the first. A thousand years from now, people would remember his name." Bill Harris is awesome.