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"For the past three decades, Popovich has been one of a secret tribe of big game hunters who specialize in stealing jets from the jungle hideouts of corrupt landowners in Colombia, Mexico and Brazil and swiping go-fast boats from Wall Street titans in Miami and East Hampton. Super repos have been known to hire swat teams, hijack supertankers and fly off with eastern bloc military helicopters. For a cut of the overall value, they'll repossess anything." As jobs go, this one is pretty extreme; it's a great article.
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"There is one thing that our current consoles are terrible at; lighting. Our current lighting solutions are improving, but for the moment we have much difficulty simulating indirect lighting, especially in real-time… To hide this problem, we tend to instinctively desaturate everything. The mere presence of saturated colors unbalances the rest of the image. Since we often have some form of ambient occlusion in our environments, this visual effect makes the game look more visually convincing." And so: everything is brown.
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"There've been studies on how gamers actually become better business leaders," she says. "They're very familiar with that creative, collaborative team space that's so much a [part of] our businesses." And creative, unstructured play means letting players fail, she asserts.
Giving players the opportunity to have failure states — not just a "strict message that's being delivered" — is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.
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Castronova's paper on whether the Law of Demand, as it works in the real world, also works in the virtual.
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Ryan North makes a little poem dedicated to the COALESCE function in MySQL. He's right: it's super useful.
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"Local devs, running local services, but how to share with everyone in the room?" Answer: rebuild all your tools to work across Bonjour. Slightly bonkers but very cool.
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"When we assembled a focus group of Xbox Live players, they immediately asked for one feature we hadn’t even considered – in-depth tracking of the groin area, for post-kill celebrations. We were proud to help them find a new revolutionary way to teabag – and believe me, these ain’t no waggle controls." Hardcasual goes for the soft targets, as usual. Ahehe.
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Seriously, Harmonix' character design is just amazing, and this movie – just the _intro_ movie to Beatles Rockband – is making me care more about that band than anything in my life has. Harmonix are gods.
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"…to prove I could, I made a small desktop application. It’s called Clarke. It’s really not very exciting — don’t get your hopes up. It’s just a toolbar thing that sits there, quietly, using Skyhook’s API to triangulate your location from nearby wifi points, pushing it to Fire Eagle. Yes, it’s YAFEU (Yet Another Fire Eagle Updater)." Tom makes Proper Software. He is smart.
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"Cracking the bus network is really the key to most cities, and we’re nearly at the point of directed bus serendipity. In London, at least."
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Joel Johnson rounds on Wired for the gulf between their online and printed formats; the comments thread turns into a much more rational, and reasonable, discussion from many Wired staff, past and present.
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"Boxer plays MS-DOS games on your Mac. It’s based on the robust DOSBox emulator, with a lot of magic sprinkled on top. Run DOS programs from Finder. Wrap your games into tidy packages that launch like Mac apps. Painlessly install games from CD—then bundle the CD with your game so you don't even need it in the drive."
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"The lesson to be learned here is that when something screws with your careful plans, you take control of that thing, warp it to your every demand, and channel it into a concentrated stream of Awesome. That is how you do PR." Pretty much. Valve have handled this brilliantly – the achievement they awarded themselves being the icing on the cake – and not only have they been on-brand for a savvy, internet-enabled company, they've also been spot on-brand for TF2.
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"…this is a good time to consider zzt’s library – not because it’s changing, but because it’s probably complete. the long-running game archive z2 just declared zzt dead, and why not – it’s served its purpose: allowing people who aren’t programmers or digital artists an avenue to game creation before game maker or construct existed. now they do." ZZT must have been one of the first games I played, and I poked around its level editor. This retrospective both fascinates and arouses nostalgia in equal measures.
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"YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE… I discovered that all the work I had done that was meaningful and significant came out of an affectionate relationship with a client. And I am not talking about professionalism; I am talking about affection. I am talking about a client and you sharing some common ground. That in fact your view of life is someway congruent with the client, otherwise it is a bitter and hopeless struggle." All of Milton Glaser's points are worth thinking on, but this one feels particularly acute.
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"So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
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"Here’s a round-up of the top 10 readily-available monospace fonts for your coding enjoyment, with descriptions, visual examples and samples, and download links for each." I think I roughly agree with Dan on these.
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"Get over your ridiculous programming-language prejudices and stop endorsing real prejudices. It's this crazy little microcosm/macrocosm mirror effect. You never find bigotry in people with options. It's true in programming and it's true in real life as well, and it looks as if it's true in both places at the same time and for the same people." Giles is right, and the idiots who reached for their retweet button are definitely wrong. Less of this, please.
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"No. That would be your mother." Valve drop the next "Meet The…" video, and it's perhaps the best yet – certainly in terms of editing and choreography. And I love how the other characters – especially the Soldier – are still being developed in this.
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"This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
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"What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.
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On Shadow of the Colossus: "When the game is up, the player-character suffers a terrible price for destroying these strange, animate monuments. It is one of the few videogames in which the protagonist dies – horribly and permanently – when the game is over. It is a game where destroying the evil lair might well have been the wrong thing to do. And yet it is _all_ you can do. Such is the inexorable, linear fate of the videogame avatar." Rossignol hits up BLDGBLOG, and (as if you couldn't have guessed), it's good.
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"Guru Meditation also reminds us of the long history of experimentation with physical controllers in the mainstream consumer videogame market, even when both that market and its critics would have us believe that physical interfaces are as new as DDR or Nintendo Wii." A game for Atari 2600 + Joyboard, and also available as an iPhone port; make the yogi fly by sitting perfectly still, and perfectly upright. Written in assembler, and everything.
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"The problem is, it doesn’t have a smug website with fancy branding, so you probably overlooked it the first time. Go back and take another look." Worth knowing about, even if it's a long while since I've need continuous builds.
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"Strange that, in order the simulate the experience of moving without the guidance of a machine, we are granted the perspective of a god." Lee on games and perspective and HUDs and comics and maps and navigation and more. Ding.
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"Archiving my very 1st teenage steps with the Atari 800XL in the form of a folder full of code, sketches & references" Toxi's been archiving his early coding notes and experiments and, you know, it's making me feel a little inadequate. Some beautiful hand-drawn pixel typefaces and graphics here
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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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'London police are now deleting tourists' photos because "photographing anything to do with transport is strictly forbidden."' Oh god.
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"Protovis is a visualization toolkit for JavaScript using the canvas element. It takes a graphical approach to data visualization, composing custom views of data with simple graphical primitives like bars and dots."
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"[within the games industry]… the creativity-medium-invention and attitude-practice-deconstruction models often hold no water. Rather, there is only importance placed upon the “talent-meiter-immitation” model that is still in practice in the industry today." An interesting analysis of the nature of education (as it relates to the games industry) and models of learning. I have often lamented the depressing state of how career progression in the industry works, and this article helps quantifies it.
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A thoughful post (as ever) from the L4D team detailing some of the balancing and planning that's gone into the Survival Mode experience. Looking forward to firing this up next week…
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"The genre of the palindrome, playful and ludic as it is, nonetheless has a strong implication of violence. In the work of its foremost practitioners, Velemir Khlebnikov and Vladimir Nabokov, as well as some of their postmodern successors, the palindrome is closely linked to death, cannibalism, beheading, and murder."
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Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
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"We are a loose collection of mostly London-based comic-artists, illustrators and writers, who have grown up listening to the Magnetic Fields and got together over a mutual love of the songs. One day, on Twitter, a couple of us decided that illustrating – or writing a comic – or a short story – inspired by all 69 songs was a worthwhile and exciting pursuit, so here we are!" Let's see how this will turn out.
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"Players need to understand all the inputs and all the outputs to make interesting, informed decisions. These are the mechanisms through which we express our will in the game. This is the machinery that transforms our medium from passive to interactive… This is a multifaceted (and as far as I'm aware, relatively unexplored) issue, but we can begin making inroads. Making games more readable begins with two things- empathy and data." Nels on Don Norman and readability, amongst other things.
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Blimey. Video from the 4k demo competition. Yes, that's terrain generation, that looks *that* good, in 4k. Eek.
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"The first Godfather game had a stealth mission in which you sneaked into the Hollywood producer's house and put the horse's head under his covers. You might expect that in The Godfather II, you have to sneak out onto Lake Tahoe to assassinate Fredo. Close. Instead, you have to sneak into Cuba to garrote a bunch of soldiers whose backs are conveniently turned and then you assassinate Fidel Castro. I did not make that up." Oh jesus.
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"…the 1996 target date for Project Atlantis and the GBA's 2001 release is quite a gap. Why the delay? My guess is: Pokémon. Game Freak's socially-driven cockfighting RPG was an unexpected end-of-life hit for the Game Boy, and its out-of-left-field success added years to the fading system's life. The popularity of Pokémon might actually have been the first time Nintendo realized that technology and profitability don't go hand-in-hand." That's an interesting way of looking at it. (Also: an interesting piece on the Nintendo super-portable that never was).
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"POWERFUL MASTERS FROM THE FUTURE WITH THE STRENGTH OF A HORSE AND THE MIND OF A MAN" Ther are no more words, really.
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This is not good. And the worst part: "Hundreds of public bodies and quangos, including local councils, will also be able to access the data to investigate flytipping and other less serious crimes." It's not the police having this that's the big worry; it's the incompetent lower echelons of civil service. who shouldn't need this.
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I'd forgotten Corewar: another programming game, even more abstract than CRobots, and slightly more arcane. This Gama piece provides a nice primer to the game, its history, and its tactics.