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Pup ponders the heat-death of the universe. Beautiful, and a lovely use of space, too.
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"CRM training encompasses a wide range of knowledge, skills and attitudes including communications, situational awareness, problem solving, decision making, and teamwork; together with all the attendant sub-disciplines which each of these areas entails. CRM can be defined as a management system which makes optimum use of all available resources – equipment, procedures and people – to promote safety and enhance the efficiency of flight operations."
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Scrapes lots of things, produces a useful page which actually manages to stay up. Also, it spells TRANSPORT CHAOS the only way it should be spelt: in capitals.
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Named for the year the BJP was founded; nicely written, and not just a fast-moving press release stream.
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All Kenta Cho's code on wonderfl.
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Kenta Cho's making stuff on wondfl, in ActionScript. This example is ASCII-based bulletty goodness.
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"So perverse as it might sound, I'm going to plead for less choice in video games. It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium. Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth." All true, and FC2 is a fantastic example of this. But: this is just one way of making games. More of this, yes, but don't forget all the other approaches.
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"write Actionscript3 code in a textarea, and your code will be compiled server side. Your compiled Flash will be reloaded automatically in the right side of the page, so write code and see it real-time." And you can fork other people's code. It's like github and Heroku all at once, but for Flash.
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"Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
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"Changing the Game (order via Amazon or B&N) is a fast-paced tour of the many ways in which games, already an influential part of millions of people’s lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace.
Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun–it should be." I shall have to check this out.
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"As a result, vendors here are more likely to decline to sell you something than to cough up any of their increasingly precious coins in change. I've tried to buy a 2-peso candy bar with a 5-peso note only to be refused, suggesting that the 2-peso sale is worth less to the vendor than the 1-peso coin he would be forced to give me in change." They're running out of coins in Argentina, and it makes for a seriously odd situation – and a reminder of the differences between value and worth.
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"The artist Keith Tyson is offering 5,000 Guardian readers the opportunity to own a free downloadable artwork by him. The costs you'll have to bear are those of printing out the work on A3 photographic paper – and framing, if you so choose… You will be asked to enter your geographical location – which forms part of the unique title of each print."
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"The media would have us believe that those with the best ability in Parkour require and condition to bodies of hypermasculine levels, and the first notions of this concept seem quite logical. However, it is known to any traceur that the spectacle of the masculinized body is not in necessary relation to one’s ability of movement. Mass media tries to paint another picture with a careful selection of handsome, muscular men as traceurs… At its simplest, the hypermasculine spectacle is an easier sell to masses. However, our problem does not end at the body. It is not only the body that is masculinized, though, as we see the same pattern occurring to the discipline itself." Interesting article on Parkour and gender; specifically, the hyper-masculinisation of the art by the media.
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"Over three years ago I set a goal for myself. That goal was to have a max level character for every class in the game… Tonight, at long last, I’ve finally achieved my goal." Blimey.
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"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.
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"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.
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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.
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"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?
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"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.
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"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.
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"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.
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"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.
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"As editorial director of Ladybird Books, Douglas Keen, who has died aged 95, was responsible for the first experience of reading of millions of children." Myself included; I learned to read with Peter, Jane, and my Mum, sitting on my bedroom floor each morning.
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Amazingly, a few in here I didn't know – "move selection" and "delete only whitespace" for starters.
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"I call this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. Covering both commercial and non-commercial games from the earliest arcade games through contemporaty titles, I look at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. The book reflects both theoretical and game-design goals." Add to cart.
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"I won’t rant about how our tax dollars pay for these images and how we deserve better. But what I do find alarming is that these documents are used to brief major decision makers. These decision makers may know a thing or two about policy and politics, but if decoding and understanding the armed forces budget is the goal of these documents, then there is a huge failure here." Datafail and slidecrime, all under one roof.
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"The true orator is one whose practice of citizenship embodies a civic ideal – whose rhetoric, far from empty, is the deliberate, rational, careful organiser of ideas and argument that propels the state forward safely and wisely. This is clearly what Obama, too, is aiming to embody: his project is to unite rhetoric, thought and action in a new politics that eschews narrow bipartisanship. Can Obama's words translate into deeds?" Nice article on rhetoric and oratory. Cicero really is quite the writer, you know; ages since I've read him, but this brings it all back.
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"When the mechanics are broken there – no matter what great ingredients or designs you had – the dish disappoints. Execution is very much part of the analysis there – as is service, mis-en-scene. Food is never evluated (in the Guide Micheline sense) out of context… but the mechanics are fundamental to everything else." Robin Hunicke on another parallel to games criticism; I think she might be onto something, and it's another good contribution to the mound of Mirrors' Edge coverage.
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"Though few gamers might be interested in long haul trucking, there is nothing wrong with concentrating on a small group of gamers and offering them the best experience they can get within their limited requirements. In fact, the more MMO developers who realize this—that a small group of loyal players is better than a huge group of disinterested players—the better, honestly." Very true – a nice conclusion to Matthew Kumar's round-up of a somewhat niche – but interesting sounding – browser MMO.
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"The moisturiser, far from the trusted friend and counsellor of the first reading, is The Picture of Dorian Gray." Alex tries to read that Nivea ad that's all over stations right now. It is confusing.
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"We think it's one of the greatest inventions of the twentieth century." Awesome. This is why kids go into engineering.
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"Maps, databases and other resources that help you dig deeper." A shame the raw data isn't available, but great they're collating this stuff and seeing it as another channel of news they provide.
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"A favorite on college Unix systems in the early to mid-1980s, Rogue popularized the dungeon crawling computer game dating back from 1980 (and spawned entire class of derivatives known collectively as "roguelikes"). gandreas software now presents the classic for the iPhone/iPod Touch." Oh god, Rogue for the iPhone. Unusual gestural interface, but it's a perfect port, and brings back memories of being 7 all over again. Needless to say, I installed it immediately.
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"I still consider glass to be an extreme craft – you’re working with and fighting gravity and momentum in those 60 seconds before it starts to harden – but you learn to take your time, even if there are lots of moments of extreme concentration to keep a piece from disintegrating." Chris writes up his glass-blowing course; sounds great.
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"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
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"Rohrer is trying to make art in a medium that most people don't even think is capable of art. He can create this space of pure freedom, as artists have done in the past — isolation, introspection, ascetic poverty. But ultimately he has to send these works out into the world, and people have to respond to them. And right now the audience doesn't know what to do with them." Fantastic writing from Esquire; mature, sensible, and at no point apologist.
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"The 'better sequel' mentality is damaging both to the games industry and to the quality of games journalism. It is a deferral of critical responsibility, a patronising pat on the head for the developer who dared to dream and fell short in some mythically vital way. I don't want to be frustrated by dodgy controls either, but then I'm willing to blunder through if I'm going to get an experience I never had before." And this is why I've been sticking with it; I think Keith is on the right lines with this quotation.
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I really like the dot/tab/pad/board delineation, and the fraction/inch/foot/yard scale that accompanies it. A nice way of framing these issues.
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"Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
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"Unknown games are always the best ones… They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience." A lovely piece from Simon on what the end of a certain kind of retail experience will really mean.
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"Steve Rose notes that the recent films have seen Bond visit and destroy as much villain-architecture as ever ("The villains are the creators; Bond is the destroyer. He's basically an enemy of architecture"), and suggests this can be traced back to Fleming's difficulties with Modernist architects." Rod on Bond is always good, and bonus points for the punning title.
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"A series looking at different aspects of guardian.co.uk's rebuild and redesign project, which ran from October 2005 to September 2008." Looks like there's going to be some good stuff emerging from this; great to see the Guardian making it so public.
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Lots of (large) images; detailed, wonderful. A post to go back to and pore over
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"I must admit that I would have loved to get this richness of backstory into the actual game itself, but the longer pipeline of game asset development and integration made that impossible." Clint Hocking explaining the background behind the fictional blog for Far Cry 2.
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The blog of Reuben Oluwagembi, the fictional journalist you meet in Far Cry 2.
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"A few weeks ago we released our shapefiles via the API, and while most people were excited, some folks were a bit confused about what it all meant. Which is why Tom Taylor’s beautiful Boundaries application is so exciting. It helps you visualize the Flickr community’s twisty changing complex understanding of place." Tom is on code.flickr.com! Hurrah!
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"Renaissance ‘lace books’ have much to offer the modern digital designer, who also faces the challenge of portraying clear and replicable images in a constrained environment." A brief history of pixelfonts.
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"Obama's FCC transition co-chair is a WoW player, and has played in two different endgame guilds, including Joi Ito's famous We Know guild." This is exactly the kind of thing I was banging on about at Gamecity. Presentation online soon!
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"We're still going through the stats, but at the time of writing there were almost 170,000 messages on the Strictly [Come Dancing] board." Holy hell. Poor moderators. (And: for such an uninteresting story, as well!)
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"If the Barack Obama presidency fails to unite us as a country, I'm going to hold out for a fast-zombie apocalypse." Iroquois on co-op, and the way Left 4 Dead sees online co-op – and the bad behaviour of players online – as design problems to solve, rather than to ignore.
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"Who designs a character for gamers to never go near? Who spends the time to create the most terrifying creature imaginable, and doesn’t impose it on players? Well, clearly Valve. The temptation to have her be aggravated from great distances, to force her to attack when encountered, must have been there. But then she’d have lost her power. Her power comes from just sitting there. It’s that benign, ragged, vulnerable form. It’s the combination of singing and crying. Oh God, the singing *and* crying." John Walker examines the horror of Left 4 Dead's Witch. A little over-written perhaps, but he totally nails the fear the character instills, and the way you always notice her a split-second too late.
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Mitch just isn't inspired by user-generated content, no matter how charming a core game might be. The comments thread on this one is really good.
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"The next generation on from them – e.g. Jonathan Smith, Doug Church and of course Greg Costikyan (from whose classic essay on developing such a critical language the title of this post is lifted) are always eloquent, passionate and insightful speakers and spokespeople for their medium. Unlike Molyneux." Not too annoyed I missed this, given Matt's comments.
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"…the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona. Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them."
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"IE 6 is a riskier proposition, but can show improved image resizing when the AlphaImageLoader CSS filter is applied, the same filter commonly used for properly displaying PNGs with alpha transparency." Oh, that's interesting.
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Mirror's Edge 2D flash game – which look, by all accounts, to be an official spin-off. Can't wait to see the full version; it's a very impressive little game.
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"You want to know what I think? I'll tell you what I think. Here's what I think: Java Java Java is is is too too too damn damn damn verbose verbose verbose. That's what I think. And I'm sticking to it. So there."
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"The Nietzsche Family Circus pairs a randomized Family Circus cartoon with a randomized Friedrich Nietzsche quote." This one is particularly good.
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Wonderful, wonderful, stop-motion trailer for a Megaman 9 built out of the real world. Hypnotic, and lovely.
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"Director Ridley Scott will helm the bizarre big screen adaptation of popular boardgame Monopoly… According to the Hollywood Reporter, Ridley will give the Monopoly movie a futuristic edge akin to his 1982 epic Blade Runner… The unlikely subject matter is just one in a line of Hasbro games to get big screen makeovers as part of an exclusive pairing with Universal Studios… Transformers filmmaker Michael Bay is producing a Ouija Board feature, while a film version of beloved classic Battleship is also in development." I know what "development" means, but still, this is the craziest games-to-film news I've seen for quite some time. Hollywood is strange.
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"China's State Administration of Taxation announced that it will impose a 20 percent personal income tax on profit from virtual money." Woah, the 21st Century really did hit, didn't it?
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"Each face is made of approximately 150 million tiny carbon nanotubes; that's about how many Americans voted on November 4." Science saves the day, yet again. Or something like that.
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Microsoft no longer offer Windows 3.x licenses (and obviously haven't offered support for the product for a while). Program Manager, File Manager, come in; your time is up.
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"Well-designed games make us forget the technical impediments to the enjoyment of art, and this is more than half the battle."
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Yes.
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"KeyCue gives you an instant overview of the overall functionality of any application, plus lets you automatically start working more efficiently by making use of menu shortcuts." Awesome. Really, really awesome. I might well end up registering this.
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Jos Buivenga's font foundry, with many free faces (usually in a few weights – other weights are paid-for). Some beautiful stuff in here.
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Beautiful, free, sans-serif font. Gorgeous – especially at 900-weight.
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"His advice for those attempting a project like this, is to get people who understand the web. DICE hired a web development director, and a web producer. "Without those people, we would have never made it as far as we have," he says. He also recommends a web tech director, which DICE did not need to hire "because we had a team in DICE who were pretty strong."" Excellent article about building games for the online age; the section on the socially-driven BH website is very incisive.
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"Bandcamp isn’t Yet Another Place to Put Your Music. We power a site that’s yours. So instead of our logo plastered between banner ads for Sexy Singles Chat, your fans see your design, your music, your name, your URL. You retain all ownership rights, and we just hang out in the background handling the tech stuff." Via Waxy; looks really excellent, and some wonderful stat-gathering tools for bandowners.
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"So we decided to treat Availabot as a world probe: it was decided that we would take Availabot through to the position of being factory ready, and in the process learn as much as possible about the processes of manufacture, and how to develop these kind of complex products with so many moving parts." And, best news of all: Availabot will be coming to market. Excellent.
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"…this leads up to a discussion of two things: the OAuth protocol which aims, amongst other laudable goals, to help safeguard users’ passwords, and the distinctly unnerving trend which Jeremy Keith has christened the password anti-pattern, which really doesn’t." A clear, articulate explanation of the issues around authentication.
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In 2000, a group of seventh-graders were asked to draw what they thought scientists looked like and describe their pictures. Then, after visting Fermilab, they were asked to repeat the exercise. Some of the quotations are genuinely excellent, cf "Some people think that (scientists) are just some genius nerds in white coats, but they are actually people who are trying to live up to their dreams and learn more." Aren't we all?
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"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff – God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
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A detailed look at various techniques for greebling Lego models.
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"To me, these bizarre sequences represent adaptations of classical Brechtian stagecraft to video games. The way we interact with a game is different than the way we interact with a staged fiction, and by manipulating the tools specific to game-interaction– the interface and the mission-delivery system– Kojima delivers that sense of alienating weirdness that's the hallmark of the Verfremdungseffekt." I like Pliskin's commentary here – the absurdity of Arsenal Gear was great, and much preferable to the boss-rush that followed it.
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"The dissertation builds on available sociological approaches to understanding everyday life in the networked city to show that emergent technologies reshape our experiences of spatiality, temporality and embodiment. It contributes to methodological innovation through the use of data bricolage and research blogging 1, which are presented through experimental and recombinant textual strategies; and it contributes to the field of science and technology studies by bringing together actor-network theory with the sociology of expectations in order to empirically evaluate an area of cutting-edge design." Anne Galloway's PhD thesis, now online.
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A remake of "You Have To Burn The Rope", in the style of an Intellivision game. They've changed an important play mechanic and given the game an entertaining twist ending. Fun.