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"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!
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"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.
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"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.
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"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.
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"Gee says he's been struck by the lack of age grading in successful communities — people of all ages are participating. Another feature is the lack of distinction between the "mentor" and the "mentors," within the community. "On one day you'll teach and another day you might learn… everybody is in one role or the other all the time and there are no fixed statuses in that regard."" James Gee in conversation with Henry Jenkins.
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"The Queen has told you to return with her heart in a box. Snow White has made you promise to make other arrangements. Now that you're alone in the forest, it's hard to know which of the two women to trust. The Queen is certainly a witch — but her stepdaughter may be something even more horrible…" An interesting take on conversational IF, even if some of the most interesting endings – and best writing – his relatively cryptic to access…
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Well Played is now out, and can be read online and purchased from Lulu. It's exactly the sort of thing I've wanted for a while – a reader for videogames, and for the actual experiential side of them – and it's got some great authors contributing pieces on a host of games. Worth your time, for sure.
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"I’ve never seen this visualization before. Whoever created it should be publicly applauded." Yes.
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"Another word for "pacing" is "storytelling". We never really tell stories to players; we just put them in games. Then players tell our stories to themselves." Interesting analysis of pacing in games, and what the demands games make on pace are. And, of course, that quotation.
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"Jarate is neither affiliated with, nor a substitute for, Karate." The Sniper's new weapon: a jar of piss. The way this update has unfolded has, basically, been totally awesome.
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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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"I missed this earlier in the year. In their issue 923, Domus magazine published this hidden illustration of ‘Miss Web 2.0’. Imagine planning it." I daren't. That's amazing.
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Jolly good, that man; speaking sense and pointing out the hypocrisy of the media talking this all up. And: how is this different to the hoo-haa over expenses in any other year? No, I don't know, either.
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"Classic records lost in time and format, re-emerged as Pelican books. Just for fun." The Penguin thing is a bit over-done, but there's a care and attention to detail here that really sets them apart.
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"…there’s no real hope for the Survivors. Each trip through a campaign is different, but it begins with them knee-deep in the undead, and ends with them escaping to an uncertain future. We never see the Survivors truly safe. Between chapters, they rest in Safe Rooms, but they can’t hide there forever. Most unsettlingly, there are signs that the Survivors themselves remember doing all this before." Francis, incidentally, hates Beckett.
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"Design is about risk. We all fear authentic public response to our work, but we have to be brave enough to overcome." Jack gets interviewed by Jennifer over on the Kicker blog. And: "Always have nice pens".
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Contains photographs of a PIG in TINY WELLINGTON BOOTS.
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"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."
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Francis has gained his own clothing line, and I need this shirt like a red wizard needs food.
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'London police are now deleting tourists' photos because "photographing anything to do with transport is strictly forbidden."' Oh god.
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"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."
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"[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.
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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…
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"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."
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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.
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"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
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"Tweenbots are human-dependent robots that navigate the city with the help of pedestrians they encounter. Rolling at a constant speed, in a straight line, Tweenbots have a destination displayed on a flag, and rely on people they meet to read this flag and to aim them in the right direction to reach their goal." And, it turns out, you really can rely on the kindness of strangers. If you're a cute robot. And boy, are the tweenbots adorable.
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"Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics." A not half bad guide to the different kind of projections used in 3D – and pseudo-3D – games. And, of course, a reminder that most isometric games aren't, and that the projection in Ultima VII was *bonkers*.
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Beautiful. And: insanely time-consuming; it's not just stop-motion, but two separate pieces of stop motion put together. I love it when they go swimming.
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"I'm going to give you the answer right away and the answer is yes. The only difference between SimCity's 3D and a first-person game's 3D is that SimCity uses "orthographic projection" and limited view freedom. The intent of this article is to explain both of these differences and the reasons for the decision to implement them. Along the way I'll briefly mention some of the rendering techniques and used in SimCity 4 and the issues that come with them." Rather good article explaining about optimising 3D for fixed projections.
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"Many deep, sophisticated emotions can emerge from those three plots. But they should emerge in the experience, in the actions the players take, in the reactions they receive, in gestures and decisions and deaths and tasks and achieving or failing to achieve a goal. They should not emerge from people sitting around talking to each other in a cartoon." Chris Dahlen on post-GDC09 narrative.
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"This project, shot on 4"x5" film, documents London's remaining professional darkrooms. It is based on my nostalgia for a dying craft (there are no young printers). It is in these rooms that printers have worked their magic, distilling the works of photographers such as David Bailey, Anton Corbijn and Nick Knight into a recognisable 'look'. I have lit these often-gloomy spaces to reveal the beauty of the machinery; enlargers are masterpieces of industrial design. And I have sought to shed light on the surrounding personal workspaces (snapshots of family members, souvenirs from globetrotting photographers, guidebooks to Photoshop, out-takes from glamour shoots, lists of unpaid invoices)." Gorgeous.
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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.