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"People think the interface is the game, and I think that is kind of backwards. I think the game is the game, and we should be thinking what are the many interfaces to it… you touch Twitter in many ways, you touch Facebook in many ways." Raph Koster. But you guessed that, right?
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Wonderful.
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"There's a weird conceit in here, that the activities and practices of normal human beings will involve data processing and algorithms of some sort, which is an awfully big assumption. So big, in fact, that it has distilled down to a way of seeing the world as consisting of bits of data that can be processed into information that then will naturally yield some value to people… Design for people, practices and interaction rituals before the assumptions about computation, data structures and algorithms get bolted onto normal human interaction rituals."
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"Recently I had been wondering what the complete list of HTTP status code symbols was in Rails. Searching through Rails didn't yield any results for a symbol like :unprocessable_entity… Rails defines the symbol to status code mapping dynamically from the status message. The symbol used is an underscored version of the status message with no spaces." Quick list of clear textual shorthand for returning HTTP status.
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"Let’s no longer think in terms of selling them a game. Let’s instead think of selling them an experience." A nice article on the changing shape of game design, particularly when it comes to narrative and participatory hooks.
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"These concepts are not complicated by Cern standards. We are entering a zone which is weaponised to boggle."
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Simple, straightforward, pretty much correct.
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Yes, this is going to come in handy.
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"This javascript function can then read in the current content of the text area, format it using a trimmed down version of textile, and then set the content of a DIV with the resulting HTML. The end result of all this is live comment preview, with textile formatting." Live textile preview functionality.
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"Trying to over-explain the cause of a disaster often detracts from its more tangible impact. … Instead, Faliszek says, it is more effective to create resonant gameplay experiences that players will remember, particularly if the setting in question, such as a zombie invasion (or a tornado outbreak, for that matter) is already familiar." Why games don't always need tangible villains.
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A nice approach to doing some of the typical monitoring you'd want to do with Google Analytics, eg monitoring PDF downloads. I'm not totally convinced by some of his syntax, but the functionality is good, and the regex trick is nice.
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"It's just an Nintendo in a toaster, but I like it."
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"…never, in all those years, did I imagine the day would come where he would sing from the prospective of a frightened and lonely Toad, quivering breathlessly in his underworld holding cell, hoping for rescue." Delightful.
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"Scientists brought in to evaluate the game for potential education projects recoiled as it became increasingly evident that the game broke many more scientific laws than it obeyed. Those unwilling to comment publicly speak privately of grave concerns about a game which seems to further the idea of intelligent design under the badge of science, and they bristle at its willingness to use words like "evolution" and "mutation" in entirely misleading ways." Rather fine SEED cover article from Margaret, on Spore and just how scientific it is (and if it really matters). Some lovely stuff in here (and a cracking conclusion).
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Some of the cast of Mad Men do a shoot for Playboy – in period style. Wonderful.
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"…Nintendo understands that while play does involve competition, territoriality and rehearsal for war, it also involves silliness, laughter and fun." Oh, god, can I just marry Stephen Fry now? Oh, there's a queue. Never mind.
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"With a recent project, we really started utilizing extensions with named_scope which is very powerful and cleaned up our code considerably." Some really nice examples of using named_scope effectively.
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"Nintendo makes money with the hardware alone, which may be a superior business model." What, making profit on units rather than selling them at colossal loss is a *superior* business model? Who would have thought it!
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Long thread of patched and hacked 8-bit and 16-bit ROMs, some bringing a vast amount of customisation.
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You're a little robot. You're also indestructible. Use bombs to bounce yourself around the level, but don't run out. Lovely little flash game.
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In which an entertaining man plays a hacked, super-hard Super Mario map, swears at his TV a lot, and still manages to be pretty good at it. It's a nice illustration of the problem-solving process, and it's rather funny. "This is worse than Panic At The Disco. This is worse than Ann Coulter."
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"The No Game is a party game with only one real rule."
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This looks like it could be interesting/fun; if anything, worth watching as a slightly more attractive option for lifestreaming…
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"Sequel Pro is the perfect tool for working with database-driven websites and applications." Leopard-only MySQL management application; forked out of the long-neglected CocoaMySQL.
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I need to think on this more; there's a lot of meat in it, and some interesting commentary, but suggesting that "the entire bachelor’s degree in English is all about bullshitting things" I find somewhat insulting. I'm frustrated because it feels like Blow is pushing for people to find the "correct" interpretation, rather than any valid criticism they can back up. Still, there's also some excellent stuff in here, but it's the first thing he's said that's rubbed me the wrong way a little (and I'm not just talking about the 'bullshit' comment).
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"I'm passionate about this because I'm building the camera I've always wanted to shoot with," he says. "When my grandkids and great-grandkids look back, they're going to say I was a camera builder. I did handgrips and then goggles and then sunglasses to prepare myself. But cameras are magic." Fantastic article about Jim Jannard and his Red digital movie-camera business.
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Brilliant, brilliant little advert.
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"VideoGamesHero brings you homebrew action at it's best – offering lasting fun and challenging action with over 65 Songs, 5 Game modes, Motion Card and Guitar Grip support, there is something for everyone!" Homebrew Harmonix-style rhythm action game for the ds. Awesome.
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"In this extensive interview, Yasuhara outlines his carefully constructed theories of fun and game design, including the differences between American and Japanese audiences, with illustrated documents." Lots of nice things in here, including a section on "tidying up".
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"APIdock is a web app that provides a rich and usable interface for searching, perusing and improving the documentation of projects that are included in the app." Handy.
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"I think the role of the architecture diagram, user flow, and wireframe belongs very much after the fact, after we’ve sketched and prototyped an experience. Those are tools to document what has been agreed through sketching and prototyping. They are not the best means for solving challenging design problems." That seems like a good way of putting it.
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"In this template you'll find shared layers (masters) for a title page, wireframe, wireframe/storyboard hybrid, simple storyboard, and storyboard with notes. Column guides and a regular grid make it easy to use and keep your layout tight." Nice .graffle templates for UX designers.
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Timelapse, merged photographs of videogames. Beautiful, especially Tempest.
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WikkaWiki is a flexible, standards-compliant and lightweight wiki engine∞ written in PHP, which uses MySQL to store pages. Forked from WakkaWiki. Designed for speed, extensibility, and security. Released under the GPL license.
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"The Morning After is a magazine-style theme for WordPress created by Arun Kale. The theme was created based on a brief survey on the WordPress forums about what people would want to see in a unique magazine-style theme." Looks great.
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Now that's what I call a UI. Nice idea!
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"Are you tired of browser-based games that are thinly veiled interfaces for databases? Finally, there's a game that just is a database!" This looks awesome.
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"A simple pocket knife can be more appealing and usable than a bristling Victorinox, and a dedicated little games machine like the DS can engage us far more than the sleek power of the PSP. You can feel admiration and even awe for the big power boxes, but for the DS you feel affection – and that, in marketing terms, is worth a whole heap more." I love Stephen Fry.
Revolution
16 September 2005
Everyone knows about it. The designers are going nuts, the gamers are going nuts. I’ve been having mental explosions since this morning and that’s been most enjoyable.
The Nintendo Revolution controller has been unveiled. It’s very, very, very important.
I don’t quite have time to articulate the mental explosions right now – and indeed, many people are hitting the same nails on the head as me. Gillen is probably the most succinct:
“If you don’t like the Revolution controller, you are fundamentally part of the problem and killing the fucking art form”
He is fundamentally right.