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"…then, after destroying his nano-network, as an admonition to the audience, extended [Arthur C Clarke's metaphor]: 'Any truly advanced technology is indistinguishable from garbage.'" Excellent summary of what sounds like a wonderful GDC Austin keynote from Bruce Sterling.
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"'What we've done in MMOs and what we tend to lean toward is building an enviroment for the new player to explore that is essentially a safe environment… the newbie zone. For our explorative learners, we've given them safe zones to explore.' But that doesn't work for imitative learners." Excellent article on styles of learning, with particular attention to how MMOs teach players game mechanics.
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"Very recently an anonymous poster on /b/ claimed to have hacked Sarah Palin's Yahoo e-mail account." 4chan members get into Sarah Palin's barely-disguised Yahoo mail accounts which she used for business.
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Oh boy.
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“I decided to create Flatshare fridge because there is nothing more disgusting than a dirty fridge in a shared flat,” he says. “At the time, I was living in such a flat!” Amazing.
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"It occurred to me that if I could somehow tether a DSLR to an instant-on device like an Arduino microcontroller I would have less weight to carry around and could get more work done. After mentally spec’ing out what I would need, I realized the solution was right in front of me – because I bring it with me for Mario Kart wireless races on long night jobs – (In the manner of John Lasseter’s slow epiphany voice): “Use-the-Nintendo-D-S.” Duh." Oh wow.
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Soulja Boy reviews Braid. Oh dear. (Although: much as I want to mock it, he is correct that time-rewind mechanics are, usually, a lot of fun in and of themselves. But still.)
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"To be seen as art, games need to be easier. A lot easier. They don't have to be only easy. They can provide Elite Super Awesome levels for the enjoyment of those who love to be challenged." Eesh, I don't know. I think there needs to be easier games – hell, games are getting easier all the time – but a super-hardcore game like Psyvariar does _not_ need a built-in easy mode. Its purpose is to be hard. Not convinced by this article at all, unfortunately.
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"Because stupidity is such an unthinkably terrible thing in our culture, the students will then spend hours constructing arguments that explain why they are intelligent yet are having difficulties. The moment you start down this path, you have lost your focus."
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"Innovation seems to mean doing something so significantly different that you alienate the userbase that should be familiar with your product. More applaudable, in my mind, are those games that smuggle in small amounts of unique and exciting gameplay that enhances the experience without fundamentally redefining it… Warhammer Online is a game that abounds with this kind of innovation. From elements that are purely new and thought provoking, to small gameplay tweaks that subtly push new perspectives on tired MMO cliches, there is a lot of good stuff to be found in the game." Brandon Reihnart takes a look at WAR.
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4chan /b/ thread on the American economic deficit, which explains things quite well, and has stick-man-anon illustrations to boot.
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A strong article from Joe on some guidelines, based on experience, for writing RSpec user stories.
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Getting around the issues with Rails' authenticity tokens and trying to perform Ajax requests in jQuery.
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"I think this is very important. If we limit ourselves to only designing the present then the ‘future’ will just happen to us, and the one we get will be driven by technology and economics. We need to develop ways of speculating that are grounded in fact yet engage the imagination and allow us to debate different possible futures before they happen." Interesting interview with Dunne over at the Adobe site.
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Fingerboarding game for the iPod; really delightful, and clearly a fun thing to do with your fingers. Also: it makes sense to play this with the device on a flat surface, which is unusual for the iPod games released to date.
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"The winner is Tim Graham who took manual personal data collection to another level. From email spam, to beverage consumption, to aches and pains, Tim embraced the spirit of self-surveillance. He even made his personal data available in the forums." Dataviz overload!
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"What are the weird, seemingly unimportant data that can join up the areas we already know, and how do we know where to look for it? In order to be truly useful eyes on the street, we need to be able to take the scenic route, or shortcuts, or any other route that will be fun or illuminating for us and the people we speak to."
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"This week’s 1UP FM is a fascinating round table/interview with Jonathan Blow, David Hellman, Rod Humble, and Sean Elliott and Nick Suttner from 1UP… If you’re at all interested in Braid, experimental game design, or the ethics of games you should go listen now." In the meantime, Ben Zeigler has provided some excellent annotation for us all.
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"Over the last few years, there has been a big shift in power and success away from independent studios, and towards in-house, publisher-owned studios. This has been driven by several things, sound economic reasons, competitive reasons, and because the strong independent studios had done a good job at creating a slew of new IPs (which publishers were eager to snap up, as always). In my experience relatively few people in the games industry realise this… So, what’s next? What’s going to happen over the next 3-5 years?" Adam on the business of the games industry, and what's facing it next.
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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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"You have 1 point. 1 point is rubbish. You want more." Beautiful, fun-looking trailer for an XNA title due out next sure – that simultaneously captures what games are basically about. Or, at least, what points are all about.
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"Wells has received insufficient credit as a writer of rhythmic, incantatory prose, long-breath paragraphs to cut against his tight journalistic reportage. The War of the Worlds makes the journey from sensationalist incident to moral parable. Wells predicts an era when fiction and documentary will be inseparable." Fantastic writing from Iain Sinclair on HG Wells.
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"When a sospeso is ordered, the customer pays for two coffees, but only receives one. That way, when a person who is homeless or otherwise down on their luck walks into the café, the person can ask if there are any coffees held in suspense, and can have one as a courtesy of the first customer." Wonderful.
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Wikipedia quotation of the day: "Variations of the red eye based on the number of espresso shots include the black eye, which is made with two shots of espresso, and the dead eye, which is made with three shots of espresso. A 'fight club' contains four shots of espresso." A "fight club"!
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"You forgot one thing, Dr. Roberts. You forgot that people are dicks." Aheheh.
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"Perhaps then what people object to, whether they realize it or not, is an ideological and theological issue with religious gaming, rather than any particular distaste as the idea Christian gamers might simply want games that explore their faith and service their community."
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"So why am I mentioning this now? Because Alternity has just started. This is a new Harry Potter game, and it starts from the beginning — September 1, Harry's first day at school. Only not as in The Philosopher's Stone. In this scenario, Voldemort, er, won." Fanfic-cum-alt-universe-RPGs in the Potterverse being run solely on Livejournal. Amazing.
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"Work out the system, then work within it to defeat it. This is how you win games." James weighs in with a pair of nice stories.
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"I've just added a new feature to the site: maps showing many places at once. They allow you to, for example, see all the churches in London Pepys has mentioned in one glance. Or London streets, or places outside Britain, and more." Some fantastic maps-and-pins from Phil and Sam.
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"The series "A New Taxonomy of Gamers" wrapped up last Friday. For your convenience, here are the links to all 11 parts in one convenient post." Oh, this looks good.
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Heard some of this last night; a superb BBC documentary about Brian Wilson and some of his production techniques that shaped the Beach Boys' albums. Some great interviews, and lovely musical deconstruction of harmony and voicing. Obviously, as a "listen again" programme, it's only around for six days – so get listening!
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"Hired as visual artist in the summer of 2006, my challenge was not only to clearly present Braid's mechanics and behaviors, but to help tell a story that was anything but literal: part anecdote, part artifice, part philosophy. This article explains the process of developing visuals for a nearly-complete game with a highly idiosyncratic identity, the challenges encountered, and some of the nuts-and-bolts of our methods and tools." David Hellman on his work on the art of Braid.
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Man, SIGGRAPH papers have the best titles. This is a lot of seriously hardcore, cutting edge, graphic-programming nous. Also: "jiggly fluids".
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"The negative side of this, as your experience illustrates, is that Braid just lacks any immediate sense of fun. It does not set out to entertain you, and with the exception of some pretty aesthetic moments it makes you earn the pleasure you take from it. (Portal, which makes for a good point of comparison, wants the player to like it and desires to be understood in a way that Braid does not.)" I think Pliskin is spot on, here
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"An interesting article at Rock, Paper, Shotgun tackles BioWare's tackling of issues tackling modern society, tackling one of my Mass Effect plots in the process. I responded in the comments, and after looking at how much I yammered on, I figured it was worth posting here as a look inside how these things get into the game, and why some things that seem dumb get done." Patrick Weekes follows up the RPS post criticising his own plot elements with some frank self-criticism, and some interesting explanations; a reminder of how hard creating any kind of meaningful choice can be.
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Yes.
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A blog from Tom, Flora, and no doubt shortly et al, about life in Hackney.
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Now this *is* interesting: a comments thread in which Michael Abbott's readers put questions to Iain Lobb, one of the designers behind Meta4orce… and he answers them candidly and informatively. Interesting stuff about the limitations of building games around TV shows for public service broadcasters.
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"I thought it was a parking ticket, and was annoyed. But up close, I saw it was just an empty envelope someone put there…" I'll let you click through for the punchline. Delightful, nontheless.
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Great selection of posts on how brands need to behave (and how they sometimes fail to do so) from Grant McCracken.
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Narrative-driven flash game from BBC Switch. Combines animated cut-scenes with minigames representing key plot aspects; as such, it's very linear. Script by Peter Milligan, though! It looks expensive; I'd be interested to know how successful it's been. As it stands, it's a little bit Freakangels-lite, a little bit Torchwood. And yes, I know how that sounds.
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A nice article about context, contracts, and a few other things related to game AI design. If you're interested in the field at all, it's a nice read.
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"I believe that the “auteur” school of game development is not only outmoded, but dangerous to the vitality of the medium. Instead, we must pursue deeply collaborative work styles and seek out diverse teammates if indie game development is ever to reach new heights and thrive beyond its current audience." I need to come to a better understanding about auteurship in this field; I'm not entirely convinced by this article.
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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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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).