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"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?
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"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.
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"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.
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"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.
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"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.
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"…it turns out that a GBA and a cart isn’t any more use than a GBA on its own. It’s only when you build a machine out of a GBA and a cart and a me that you’ve got a real Rhythm Tengoku Machine. Bolt those three components together and you’ve built an entirely new organism, an extraordinary creature who can shoot ghosts, dance with monkeys, and climb stars like staircases."
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"You’ll win the game if you’re the only one playing the game at the moment in the world. The game checks over the internet if there are other people playing it at the moment and it’ll kill the game if someone else is playing it. You have to play the game for 4 minutes and 33 seconds." High concept, I'll give it that.
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"Durham University's Dr Shamus Smith, who helped spearhead the project, told BBC News that that while bespoke 3D modelling software was available, modifying a video game was faster, more cost effective, and had better special effects." Quite true. Although: "gamers" tend to treat it as a game, wheras "non-gamers" treat it as a training exercise, and behave accordingly.
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Microsoft on their new MSN Music service, weighed-down by DRM. I don't normally link to stuff about DRM, but frankly, every single response in this is comedy gold.
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"The results from two surveys, based on responses from over 2,500 people who participate in an Internet chat group focused on video games, found that the inclusion of violent content did nothing to enhance players’ enjoyment. What did matter was feeling in control and feeling competent. “Games give autonomy, the freedom to take lots of different directions and approaches,” says Ryan."
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Beautiful.
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"Social media is people. People talk about stuff. The end." Yes.
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You can now use Shoulda macros in RSpec as well as Test::Unit. Thanks, Thoughtbot! Might take a poke at this some time.
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"Whiskey Media provides fully structured data APIs for the following: Giant Bomb (games) Comic Vine (comics) Anime Vice (anime/manga)". This is a really good page for both explaining what you can and can't do, and explaining what the damn thing is. Wonder how good the data is?
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"Have you ever wanted to sink your hooks into a gaming database full of release dates, artwork, games, platforms, and other sorts of related data? I'm going to guess that, for the bulk of you, the answer's probably no. But if you're out there wondering what to do next with your developer-savvy smarts, you've got another big source to pull data from. The Giant Bomb API is now available for non-commercial use." Giant Bomb really are doing some pretty interesting stuff, alongside their more traditional content.
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"Customers seem to respond better to the Sims than all the adventure games ever made combined together. Then there are Bejeweled and Peggle and other game games. Who needs a stink’n story? I prefer making interactive stories." The writer of "Dangerous High School Girls in Trouble", interviewed on RPS, drops an interesting one.
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"The baseline grid. Oh yes, the baseline grid. Let's be honest this is the sort of thing you know you need to know about. And you do know about, you know, sort of. But. Do you really know about it? Of course you do if you work on a magazine or a newspaper, but when was the last time you used one? I almost re-taught myself how to use a baseline grid. I certainly re-read all about it and it pretty much saved my life." Ben, on the details of The Paper. Good stuff in here.
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"This is by no means an exhaustive list, just a start. In each of these you’ll find other resources to help you dig deeper." Which, right now, is what I need. For a former front-end-dev, I'm a bit behind the curve.
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"So we’ve progressed now from having just a Registry key entry, to having an executable, to having a randomly-named executable, to having an executable which is shuffled around a little bit on each machine, to one that’s encrypted– really more just obfuscated– to an executable that doesn’t even run as an executable. It runs merely as a series of threads." Fascinating interview with a smart guy, who at one point in his life, did some bad (if not entirely unethical) work.
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"I do think that during the coming years we will continue to try to bridge the gap between simulated musicianship and real musicianship. That said, the path there is not obvious: As the interactivity moves closer to real instrumental performance, the complexity/difficulty explodes rapidly. The challenge is to move along this axis in sufficiently tiny increments, so that the experience remains accessible and compelling for many millions of people. It’s a hard, hard problem. But that’s part of what makes it fun to work on." There is loads in this interview that is awesome; it was hard to choose a quotation. Rigopulos is super-smart.
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"On June 17th, every year, the family goes through a private ritual: we photograph ourselves to stop, for a fleeting moment, the arrow of time passing by." Perfectly executed.
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"The Bop It commands are called out in different tones. These tones differ from version to version as well. In Bop It Blast, distinct tones are employed by both male and female speakers." I did not know that.
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"A couple of other examples of this kind of thing we like, are the bookish experimentations of B.S. Johnson, whose second novel Alberto Angelo contains both stream-of-conciousness marginalia, and cut-through pages enabling the reader to see ahead – possibly the most radical act I know in experimental books." Yes! And which I bang on about interminably. I love this stuff.
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"I hit upon a card game mechanic that I thought would work. I explored it a bit and it wasn’t long before I realized that in order for the design to really sing, it needed to be a collectible card game with hundreds, perhaps thousands, of cards. This sprawling design would create the sense that a large part of the story is happening outside the realm of the game currently being played, much like the feeling you have while reading the novel." Corvus' own entry for his roundtable is bloody marvellous.
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Blimey – 1.68gb multisampled Yamaha C7, for most popular soft samplers, for no money.
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"No consoles are launching in 2009, right? Not so. Brazilian manufacturer Tectoy, most notable outside of South America for its long partnership with Sega and official distribution of its consoles in Brazil, will be releasing an entirely original product called Zeebo. Centered around downloadable games distributed only over a 3G wireless network, the console is designed for emerging markets…" and, even if it's not exactly powerful and the business model still seems sketchy, this could be really, really interesting.
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"I have plenty of great uses for bacon in a barbecue pit, but the longer I thought about it, the more I wanted to step it up a notch and clog a few arteries for those guys. Behold, BACON EXPLOSION!!!" Oh sweet jesus.
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"Porsche’s move took three years of careful maneuvering. It was darkly brilliant, a wealth transfer ingeniously conceived like few we’ve ever seen. Betting the right way, Porsche roiled the financial markets and took the hedge funds for a fortune. Betting the wrong way, Adolf Merckle took his life." A powerful example of how much you can lose when shorting goes wrong.
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"Instead of encouraging you to join a group, find new friends, or spread the word, Burger King’s new Whopper Sacrifice Application is offering you a free Whopper if you DE-FRIEND 10 people from your friend list." Um.
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Two hours of HD Dwarf Fortress tutorials. Will they make it any easier? No idea, but it's got to be a start.
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"We spend a lot of time talking about games and films, but a much more useful corollary is music. The processes are spookily similar. Creators devise an experience, and commit it to code. The code then sits there, lifeless, until a performer picks it up. Then, through a complex tool which requires substantial manual dexterity to master, the performer interprets the experience the creator devised. No two people will play the code the same way. Some players will perform better than others. Some will get stuck and give up before the end."
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"in the meantime, I decided to do an absolutely crucial bit of game science. Something that I am entirely sure is mulled over constantly, but never properly investigated. The question is but stated thusly: how long would it take the Little Prince to roll up an entire room based on a random path algorithm?" Julian is having fun.
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"Take it easy on the kid, SilverFox316; everybody kills Hitler on their first trip. I did. It always gets fixed within a few minutes, what's the harm?"
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"For all the talk of immersion and realism it seems gamers still want games that provide for them, that make them the centre of the action, the pivotal agent in the events of the world, the nexus around which everything is focused." And this is one of the big conflicts within games: you have to make the player feel wanted whilst they're playing the game, make them feel the centre of attention, because without them the game is nothing. But at the same time: can you still tell stories that aren't about them? I expand a little in the comment on the blogpost proper.
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"Over the past few months we’ve had to create a few iPhone mock ups for presentations… Since we know we’ll be doing more of this, we created our own Photoshop file that has a fairly comprehensive library of assets – all fully editable." Could be useful.
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Jaw-droppling good. More on this soon, but in a nutshell: you have about a week, and it's incredible. Do not ignore the queues inside it, either: they are all for excellent things.
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"My crystal ball tells me you will hear music – great classic rock tunes – and you will believe, truly believe, that you are playing that music on your toy guitar. And you will feel, truly feel, that you are cool. A hero of the guitar." Lovely.
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"It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties."
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"XP is adapted to a context where motivation is expensive and change is cheap. Interaction design (at least how Cooper explains it) is adapted to a context where motivation is cheap and change is expensive. It should be obvious that contexts of both kinds can exist in the world: there are situations where it's easy to return to previous decisions and modify them (software, for one), and there are other situations where it's not (e.g. buildings, dams)."
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Kotaku picked up on the L4D Twitterbots I wrote. Needless to say, the discussion thread descended into general Valve-baiting.
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"So why don’t we aim for a new tier – something that takes a chunk out of the 90, to lead it closer to the 9 and the 1? Why not give users a chance to enter something personal and creative, but let the system mediate, moderate and filter it into something useful?" Yes. The 90-9-1 pyramid is actually a very unhelpful metaphor, IMHO, and trying to explore and encourage creativity along a sliding scale rather than an absolute is important.
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Lots of good stuff in here, and, indeed, most of the blogs I started following this year. Somewhat flattered to have snuck in myself. It's a great starting point if you're interested in the games-crit-o-sphere, and nice that representative posts have been pulled out from each blog.
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"But in a game – or, at any rate, in the kind of game you used to get for Christmas – you’re literally the only person in the universe, and literally the only person with the power to fix things. No-one’s going to come and help, no-one’s going to come and tell you off or second-guess your choices: there’s just you and a world that will stay broken unless you fix it. What’s in the box isn’t a frog power fantasy – it’s a vibrant, momentary taster of the glorious pressure of being a grown-up." Margaret, being brilliant (again) on games, Christmas, childhood, and what it means to be meaningfully alone.
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A nice post to end the year from Kars – it feels like a top-trump of so many things that have risen to the surface in my head in 2008.
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"Today is a fairly momentous day in the history of Ruby web frameworks. You will probably find the news I’m about to share with you fairly shocking, but I will attempt to explain the situation." Yehuda Katz weighs in with a great, informative post.
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"Merb and Rails already share so much in terms of design and sensibility that joining forces seemed like the obvious way to go. All we needed was to sit down for a chat and hash it out, so we did just that." No, really. Not an April Fool. It sounds like the architecture changes that are going to be made are going to be a big win for Rails 3. Looking forward to it.
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Not concerned with the Javascript bundle, but the Vibrant Ink syntax-highlighting link is lovely.