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"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
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"…as developers, we need to deal more honestly with the disparity between our reach and our grasp – which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
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"With limited influence, unlimited hands in the pie, a low barrier to critique, and the perception of triviality, frontend engineers are the janitors of software development. Rather than cleaning up trash, the boulder they toil beneath is skew: the distance between team member's conceptions of a project." This really feels very familiar: it's the most under-appreciated art in the stack of software development, and the one that takes the brunt of the crap.
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"Best of all, for impatient gamers the developer plans to conceal load screens with a mini-game where players can connect a USB keyboard and write an undergraduate thesis on the illustrations of Gustave Dore." Seriously, this already sounds much better than the Redwood Shores version…
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Farbs quit 2K Australia. This is his resignation note. It's fun, and not in any way mean.
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"When the glasses are in the tray, the eye chart appears in focus. When the glasses are removed, it appears blurry. Concept by Fiona Carswell for an eyeglass tray using thermochromatic ink and a pressure sensor."
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A technique page from a working photographer with quite a few useful tips and technique articles linked off it.
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Lots of great stuff in this talk from Mike Kuniavsiky from this year's ETech. I like this explanation of (the confusingly-titled) "avatar", and some of his points on service design are excellent. Lots of meat in here; make sure you get the PDF.
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"Today, I made a little application using the Spore API." Specifically, rendering the skeletons of creatures in Processing. Nice.
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"LSL is a 2-D arena shooter featuring a robot that falls in love with several lovely female robots each with her own unique abilities and atmosphere… The longer our heroes stay together, the more their relationship will evolve, making them stronger; but this increases the difficulty of the game, too. When they "break up," the enemies are cleared, but so is the score multiplier. Throughout the game, the robot recalls memories of a love before…" This sounds – and looks – delightful.
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"For use on days with uninteresting skies." I should like one of those very much.
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"Majini have gone through a small part of London, leaving behind a trail of remnant body parts from their victims. Find the bodies on the morning of Thursday March 12th and win a vacation to Africa." Um. Really not sure this is the best kind of live event, chaps.
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Seriously, the UI customisation that some players go through amazes me. And yet: the level of customisation possible also amazes me. There's some good stuff in here not just on customising your UI, but also making it look functional and useful; UI design is still possible in the sea of plugins.
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"Just because a line is functional doesn’t mean it can’t be clever, funny, insightful, or dramatic. The real art of videogame writing is being aware of the context: understanding how, when and where the line is going to be used, and how to compensate for the times you have no control over when the line is played." A nice piece on writing for games, and brevity (or a lack of it).
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Touché.
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"MOBY is a spout cover that brightens up the bath while keeping baby’s head safe from bumps." As swissmiss pointed out: adorable.
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"One of board gaming's most prolific and revered designers, Reiner Knizia, is actively searching for iPhone devs to help bring his games to the iPhone, says industry site boardgamenews." Oooooooooh. That is all.
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Rails plugin for intelligently searching within your application. Not a bad idea; will probably end up using this at some point.
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"I would love to see more games that use Flower as a model, not in the copycat sense of being "flying games" or "games where you're the wind," but in the high-level approach that the production implies. Smaller, shorter, higher-fidelity, more focused, more sensate experiences that are affordable, accessible, and digestible. The primary obstacle to one designing a game with these principles in mind seem to be finding an engaging core sensation that fits the constraints. I can't wait to see the results that this challenge brings." Some sensible, and lucid, thoughts on Flower from Steve.
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Jones has now seen "The President's Analyst" which is, by anyone's standards, a remarkable movie. Especially the bit in the cornfield. And the ending. Anyhow, he's screengrabbed loads of it on Flickr because it's just beautiful.
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"…the Wii’s software stack is designed with little to no future proofing. There are basically zero provisions for any future updates; even obvious things like new storage devices or game patches. What’s worse is that this will affect the compatibility mode of any future Wii successor." Interesting analysis of what's going on inside a Wii, even if the architecture is a little limited.
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"I smile. I didn't fool him in the slightest. But it doesn't matter. I didn't fall. Wax on the arm." Lovely.
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More on the phenomenon that is Ken Fighter Ken.
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This is a pretty accurate explanation of the state of the majority of SF4 online. It's also quite funny, and is the reason the phrase "Flowchart Ken", used to described a particular kind of player, is already entering the SF4 Lexicon.
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"Ryanair can confirm that a Ryanair staff member did engage in a blog discussion. It is Ryanair policy not to waste time and energy corresponding with idiot bloggers and Ryanair can confirm that it won't be happening again." Ryanair's social media strategy is pretty much on-brand, it seems.
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'A morose-looking guy stood at the bar talking to his friends, wearing a Flashbang Studios t-shirt. Emily leaned across the bar next to him, and shouted giddily over the music: "hey, I like that developer."' A lovely piece of speculative writing from Duncan Fyfe.
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A first, rather long, post on the S&W Blog, in which I talk to Jack about a project he's been working on for a while.
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"This summer will you be, or not be? It's Resident Evil meets House of the Dead, IN DENMARK." Epic Eegra thread taking the Dante's Inferno-shaped ball and running a very, very long way with it.
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Full version, no out! The beta was lovely, so I'm looking forward to this a lot.
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"[Wrestle Jam is] completely playable. There was an intro screen, character select, win / loss conditions, opponent AI, eight different attacks," Furino explained. "It was as close to a genuine old-school wrestling game as I could make it in the time allowed. I even mapped an old Nintendo controller to the input system so they could play it that way." Gosh, that's lovely, if not totally unexpected from Arronofsky. Lovely interview, too.
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Jolly good – easy to configure and get going, nice templating, and fast, because it's based on a databased index. Also, it looks like it's very actively maintained. Now added to this blog!
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"Are all these industries in such terminal decline that they’re grasping around for any revenue stream or way out? Or is this the converged future, where business and culture are one and the same? Not only can’t I tell whether things are real or marketing vehicles any more, I can’t even determine what’s being marketed." Chris has a point.
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Which is the sensible way to do things, and this feels about right.
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The title says it all. Proper good, especially the sheer volume of A Lot Of Guys With Drums, and the way the brass replace some of the keyboard and bass parts.
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"One Amish-man told me that the problem with phones, pagers, and PDAs (yes he knew about them) was that "you got messages rather than conversations." That's about as an accurate summation of our times as any." A wonderful quotation in the midst of this dense, fascinating article.
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"Designing a game for a limited platform is not only a great exercise for a development team, but can often give real insights into how to take an existing product into a whole new area — often with great improvements to controls and the whole user interface and experience." Denki on porting from low-spec digital TV boxes to even-lower spec digital TV boxes. Some good stuff in here, particularly around constraint.
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"…once WoLK came out and half the guild went completely insane and started chasing the really silly achievements, it was clear we were going to need an RSS feed of the things. So I built one. It’s based on the Armory, like most WoW tools, and is a complete kludge, like most of my tools. But here are my notes anyway." Hurrah! Tom wrote his magic tool up. It's great, it's daft, and I love the Armory's crazy XML. Alas, my achievements are few and far between…
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"it seems to me Criterion, in particular, has identified and implemented a strategy that works remarkably well in the current games marketplace: release the best product you can and stand behind it; improve the quality and player experience with frequent upgrades; offer additional value-added content worth charging for; nurture the relationship between your consumers and your development team; and give folks what they want."
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"Translator 'tempestas_caput' doesn't seem to offer any explanation as to why he's translated Zelda II into Latin, so we just won't ask. But it's not the only game getting his "sleeping language" treatment: he's also he's also gone alone, dangerously with the original Zelda, and is making his way, even more ambitiously, through Final Fantasy III." Brilliant!
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"…if the future of games is to become entertainment services, then are subscriptions going to fall away in favour of upfront payments and free updates?" Some good thinking from Duncan.
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"Google PowerMeter, now in prototype, will receive information from utility smart meters and energy management devices and provide anyone who signs up access to her home electricity consumption right on her iGoogle homepage."
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"So, you finally caved. You've accepted a friend request from your Mom, Dad, crazy Aunt Ida, and your college roommate’s newly divorced mother. Well here's your chance to get back at them for taking away your public privacy."
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Daft, lovely, and hypnotic to watch.
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Fantastic, all of it.
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Sneeze is the latest minigame inside Routes to be released. It's a bit like Boomshine and Every Extend, except using the common cold as your weapon. Children are easy vectors, the elderly are slow but you get more points for infecting them. Lots of fun, and great splatter effects.
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"This story clearly illustrates the problem with ordering over the phone." Oh dear.
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"A set of rudimentary exercises intended to prepare students of rhetoric for the creation and performance of complete practice orations (gymnasmata or declamations). A crucial component of classical and renaissance rhetorical pedagogy. Many progymnasmata exercises correlate directly with the parts of a classical oration."
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"Our team of investigative journalists has compiled a database from four years' worth of company accounts to show how much the FTSE 100 companies make in pre-tax profits, and how much they pay in tax. We have published this data as a user-friendly interactive guide at guardian.co.uk/taxgap/data." But, as well as the user-friendly guide, there's also all the data. Bravo.
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"Unlike other games, L4D brings this entropy to the surface — there's a palpable feeling of dread throughout, as if the world is relentlessly and mercilessly trying to turn you into a red mist as fast as possible." Not convinced entirely, but this is a really important point: the best games expose their mechanics in plain sight. The systemic nature of the game – the entropic tension between survivor and zombie – is clearly critical to it, and there's no point where that's not made clear.
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"FreeAgent is an easy online accounting tool, perfectly suited for freelancers and small businesses." Lots of good support for UK-based business, especially when it comes to tax calculation.
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"Templates are simple ruby files containing DSL for adding plugins/gems/initializers etc. to your freshly created Rails project." That looks very handy.
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I've had this bug for ages. Basically: when you upgrade to Lightroom 2, keywords from Lightroom 1 aren't exported by default, making exporting to Flickr irritating, because you end up having to rekey some (but not all) keywords. This magic Lua script fixes everything.
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"During Condition 1 weather, winds gust at speeds of anywhere from 50 to 60 MPH and the wind chill hits anywhere between 75° F to 100° F below zero. Ouch. Not surprisingly, personnel are prohibited from leaving their buildings during these storms." Which gives them ample time to make videos like this.
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"Most usability experts will agree, Dr. Donald Norman’s book “The Design of Everyday Things” is required reading for any aspiring user experience or product designer. But it’s also an excellent resource for game creators – even if it’s less commonly found on studio bookshelves." NGMoco's blog, on POET, and what it means for game designers. Not rocket science, but really well explained to a non-specialist audience.
Second Order Effects
15 January 2009
Seth Godin recently wrote about the end of newsprint, and how he frankly didn’t care. I think he’s correct about some aspects of journalism, but to talk about newspapers without talking about actual physical newspapers is crazy.
What will we miss?
All the second-order effects. We’ll miss the daily conversation with the guy on the newstand. We’ll miss the cuttings that our parents and grandparents send us in the post. We’ll miss seeing other articles in our peripheral vision as we read – complete articles with photographs and boxouts, not just headlines – as opposed to the ads that surround the online edition. We’ll miss scrawling notes in the margin. We’ll miss leaving them lying around the flat for our flatmates to read. We’ll not have anything to wipe our shoes on.
I say this as someone who’s happy reading from a computer screen, if not from an e-reader. The second-order effects of newspaper journalism being transmitted in physical newspapers are just as compelling a reason for their existence as the intended outcome.
This reminded me of something else that’s been on my mind, relating to another newspaper; this time, one my friends made.
Russell and Ben’s lovely paper is receiving a slowly escalating amount of attention. I’m glad, because it’s really good, and because there’s a (passable) piece of writing by me and lots of (very good) writing by many of my friends in there.
But I’m curious – and perhaps a bit concerned – as to what others might take away from it.
The most important thing about this isn’t “hey, they printed stuff off the internet“. The most important stuff is all the craft, all the second-order effects it has; the details Ben writes about in his excellent post on designing and making the thing; the tangibility it gives to work we’ve done that our non-technical friends (and especially relatives) might never see; the ease of distribution amongst small, hand-to-hand circles it affords; the way you design for (small) mass production rather than one-offs; the reminder that small-scale print is affordable and doable.
Let’s not forget the importance of the immediate first-order effect: this is a beautiful thing, lovely to hold, great to read, fun to show others. In and of itself, it’s delightful (in every sense of the word).
Russell and Ben are, I think, somewhat correct in their closing comment, that “2009 feels like a year for printing and making real stuff in the real world. Its going to be exciting“, but that’s something to consider with caution: making real stuff, printing real things alone, isn’t going to be enough; you’ve got to have the thought, the details, the affordance of second-order effects as well.
I’m excited, for many reasons, as to what 2009 might hold; I hope there’ll be, for me at least, a sizeable amount of making spread across all manner of media – words, things, screens. And, especially, the things that can’t make up their mind which they are. I’m not fussy, and I still think there are lots of interesting problems on screens to solve.
Whatever I’m doing, though, I’m going to try and remember that it’s not just about the idea, not just about the hey-look-a-thing-ness of it all; it’s about the execution, and the detail, and the thought – and embodying that thought in the final product.
To go back to Seth Godin: that’s what newspapers, real, physical, printed newspapers always did. They had affordance out their earholes, and that’s what we loved them for.
I think I’ve found my (slightly corrupted) mantra for 2009:
think twice, cut once.
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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.