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"I’m a web developer at heart, and a scripting language user by preference. Coding for the iPhone doesn’t feel as fluid in text handling or HTTP access as the environments I’m used to. Fortunately I’ve been able to find some fantastic open-source libraries and wrappers that make up the difference. Here are my favourites so far:" A useful – and interesting – set of links from Matt B.
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"Oh words, words, words." Beautiful. Thanks, Simon.
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"The Wii has captured the imagination of millions of people who didn't consider themselves gamers at all. Why are we so surprised? All this has happened before." And, no doubt, all of it will happen again. Some good insight and quotation from Mitch Krpata on a history of Nintendo's console marketing and sales strategies.
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War reporting from a virtual world; Jim Rossignol documents the first skirmishes in the Offworld/RPS/Escapist conflict. Looking forward to more of this.
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"It is from the era when people were all 'we will not know if acid is dangerous until we test it on THE FOXIEST GIRLS IN ENGLAND.'" Too right.
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If you can see it, it exists. If you can't, it doesn't. Lovely, tough, fun.
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"We were delighted to have George Oates, ex of Flickr who started and managed the Commons, come to visit us at the National Maritime Museum in November 2008. When she was here she curated some Commons content for us. This set is the first of this content." Some wonderful selections; the full archive must be remarkable.
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"Perhaps more charities should project a less glamorous image, and remind us that they still have to do all the boring stuff that everyone does at work. And perhaps then we wouldn’t have such unreasonable expectations. Sponsor a filing cabinet, sir?" The thing I like most about this is being told exactly where your contribution goes; you get a real connection with a real thing. I'd rather buy charities a shelving unit than £25 of vague platitudes.
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Gosh, this is beautiful. I watched it, and the world stopped for a moment.
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"Teams from around the globe have analyzed figures and come up with a secret formula for App Store success. I share these findings today, ABSOLUTELY FREE. Success is made up of: a FLASHLIGHT…. and DIRTY WET FART SOUNDS!!! Tweetie is the only app that bundles together these two incredible features FOR THE VERY FIRST TIME." Amazing. I must get this!
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You'll need to sign up for Issuu to download it, but basically: it's a zine, it's aimed at men, so it's a men's zine, I guess. Some nice spreads, a consistent tone, and a hand-drawn map. Not ironic, just full of things.
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"I mentioned I’ve learned some rules of how database apps change over time, now that I’ve done a few dozen. They are:" Some interesting thoughts on how cruft builds up over time in database-backed web apps; I can't say I disagree entirely.
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"Imagine it: instead of text adventures and MUDs being designed to entertain MIT students and 23-year old computer engineers, they fall into the hands of bored housewives and teenage girls… This time there are romantic text adventures, digital doll's houses, dating games. Card deck games where you collect friends, or Versace. The trend continues and the licences that get picked up are not action movies, but those of popular soap operas: Not just hot teenage stuff like 90210, but Guiding Light, Days Of Our Lives, and One Life To Live. This is a games industry completely different to our own, and yet somehow… plausible." Jim Rossignol on the soap-as-game.
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Leonard Richardson's talk from QCon, about REST, his work on Canonical's Launchpad and its web service, and some useful history for anyone wanting to contextualise web services as part of the web.
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"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
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"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
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"'Why do you build your own computers?' Gloria asked earlier this week. 'Why don't you buy just buy one that's already built?' … It's because computers are fire… If I was a caveman (I'd be dead, because I can't see clearly two feet in front of myself without glasses, but that's not the point), I wouldn't go to the guy who discovered fire and ask if I get a light off his torch. I might let him explain the process–documentation, as it were–but then I'd go off, hold the torch backwards, cut myself with the flint, and generally do it wrong."
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This appears to be some kind of 3D-tinged mind-mapping software; Flatblack were behind the rotoscoped look of Waking Life and A Scanner Darkly; this is clearly an interesting digression for them.
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The Offworld 20 "…isn't just a list of independently made and under-appreciated games, it's a list of the games that celebrate what makes Offworld Offworld: the beautiful and the bizarre, and the games trying to push the medium forward and give us something we've never seen before, in whatever incremental way." Smashing. I love Offworld already, and this is a lovely list.
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"Monopoly, in spite being the classiest of all board games, unfortunately is packaged just as boringly and uncreatively as every other garbage board game on the shelves. So, I decided to repackage it… turning the class up to 11." Very pretty, but I miss the original typeface: the 30s-style sans-serif was very important to the tone.
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"…my feeling is that the barriers to verismilitude in video games aren't technological– lighting effects, texture work, mocapping– but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
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"…it’s become apparent to me that social software is a medium turns all communication into a self-representation game whose ultimate goal is popularity."
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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"Ikaruga doesn’t treat you mean because it wants to see you fail. Ikaruga treats you mean because it wants winning to feel wonderful. But the more I became addicted to that mechanic, the more uneasy I started to feel. Volunteering to be beaten and humiliated on the promise of eventual pleasure? Isn’t there a word for that?" I can't get on with Ikaruga – too much of a memory test, too much punishment, not enough pleasure – but I can totally understand these sentiments. Lovely writing.
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The Wire has started airing on German TV, in a dubbed version; fascinating interview on how to translate it whilst keep the flavour of the original show.
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How come I have not seen this before?
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Preserved at least in the screengrab of this post: today is the 15th anniversary of the release of Doom, and Offworld have reskinned accordingly. Fun.
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"The outcome of this rampant illegal software copying is that Windows is seen as "the first world standard" and any attempt to push a cheaper alternative is strongly resisted. They consider it trying to cheat local people out of getting the same quality of software that is used in the developed world, even though it's a legal way of getting quality software for free." Not what you'd expect, but totally understandable: as said before, there is a middle class everywhere, and it has the same aspirations everywhere.
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…and here's a tiny bit that got cut from the final interviewer, from Tom Chick's own site. Spielberg talks in more detail about balancing storytelling and gameplay, and expands a bit on the cutscene problem.
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Tom Chick interviews Spielberg on games for Yahoo!. Spielberg is consumate and smart, as you'd expect, but also well-grounded; he really does _play games_. "Yes, I've played Half-Life, of course" – the "of course" is the important bit.
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“Sackboy will be tremendously popular and this is the perfect time of year to knit the little chap. Knitting and customizing him means that he will be utterly unique and a very cool accessory. We’re very lucky to have him in the magazine and we hope that he’ll help to increase the already sizable crossover between the great communities of gamers and knitters, online or not.” Frankly smashing. I wonder if Mum's looking for a Christmas knitting project?
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"In short, [MSG] defies many of the characteristics we normally ascribe to a tabletop RPG — in the context of a very cynical, and very cool, cyberpunky future where even the minimal constraints on corporate action that currently apply are removed, and any residual ethical norms for businessmen are considered the domain of chumps. Excellent, in a word." Ordered, based upon Greg's writeup and also the fantastic downloadable version of the ruleset. Now, to find some players.
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"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.
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"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.
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"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.
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"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.
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"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.
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"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."
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"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.
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"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.
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"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.