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"After all, what is science? It's a technique for uncovering the hidden rules that govern the world. And videogames are simulated worlds that kids are constantly trying to master. Lineage and World of Warcraft aren't "real" world, of course, but they are consistent — the behavior of the environment and the creatures in it are governed by hidden and generally unchanging rules, encoded by the game designers. In the process of learning a game, gamers try to deduce those rules. This leads them, without them even realizing it, to the scientific method."
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Jason Kottke republishes the supposed rules that Chuck Jones and other Road Runner animators stuck to whilst making their cartoons. Perhaps a little apocraphyl, but I like the idea of rules for things that aren't games.
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"Merb’s routing shiznits needs some serious documentation love. Whilst I have a shot at getting some proper docpatches together here’s an overview of how to use routing in Merb 0.5." Thank god for that – was finding Merb's docs a little patchy in places.
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Cannot believe I only just discovered this: it's a sleeping bag with arms and legs. Incredible.
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"…it’s my feeling that experiences can’t really be designed. You can only provide the resources for people to have an experience; then it’s the people (users) themselves who create the experience." Dan Saffer hits the nail on the head at his new studio's blog. Can't wait to see what comes out of Kicker.
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"This leads into something else that felt very clear after the conference; the need to look outside of what we already know. If, as Matt Jones, posited, execution is more important than ideas, we’re going to need an understanding that is based on people who are not us, and that understanding is going to have to incorporate all the richness of what they know, how they model their worlds, and how they model their interactions with the world around them." Looking forward to more from Alex on dConstruct
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"The Box is an ambitious and unique year-long project for BBC News to tell the story of international trade and globalisation by tracking a standard shipping container around the world." Awesome. What's better is that it's a working container, which means it's not significantly contributing in a negative way to environmental damage any more than other containers. Could be interesting.
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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.
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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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"With a recent project, we really started utilizing extensions with named_scope which is very powerful and cleaned up our code considerably." Some really nice examples of using named_scope effectively.
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"Nintendo makes money with the hardware alone, which may be a superior business model." What, making profit on units rather than selling them at colossal loss is a *superior* business model? Who would have thought it!
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Long thread of patched and hacked 8-bit and 16-bit ROMs, some bringing a vast amount of customisation.
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"I don't begrudge Blow an attempt at addressing important historical events, but the weight of the atomic age seems too much to address with a few lines of text that feel incongruous with the rest of the production." This is, I think, a worthwhile point. I'll be returning to the whole "atomic bomb" question in a blogpost soon, I hope.
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"Given that Valve is being forced to charge for the update, they wanted to ensure that 360 owners were getting their money's worth." Such a shame they have to charge for it – but still, more TF2 on 360, and that's a good thing from my perspective.
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A nice simple explanation of what using Git is really like.
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"What the hell is wrong with me? There are a lot of ways to win at Civilization Revolution that do not involve taking a happy, peaceful city and reducing it to a smoldering gravesite filled with radioactive trinitite." Clive Thompson on a case of Walter Mitty syndrome.
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"Keldon Jones has published an artificial intelligence opponent for the game Blue Moon with an user interface written with GTK+ toolkit. This is a native Mac OS 10.5 version of the game written with Cocoa, so there's no need to install X11 and GTK+ libraries. It runs straight out of the box (on Leopard)." Heck yes.
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"This is a write-up of my diploma project in interaction design from the Oslo School of Architecture and Design. The project is entitled ‘Adventures in Urban Computing’ and this weblog post contains a brief project description and a pdf of the diploma report." Well worth a read, and beautifully presented. I need to chew over this more.
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"It's a shame to me that a game with Braid's narrative, artistic, and aesthetic aspirations is inaccessible to so many people hungry for exactly those things." Yes. Much as I adore it, Braid can be awful hard at times. A smart game for smart gamers, alas.
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"A popular misconception about agile is that it doesn’t allow for plans. This isn’t true. Agile focuses on the activity of planning rather than focusing on a fixed plan."
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WikkaWiki is a flexible, standards-compliant and lightweight wiki engine∞ written in PHP, which uses MySQL to store pages. Forked from WakkaWiki. Designed for speed, extensibility, and security. Released under the GPL license.
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"The Morning After is a magazine-style theme for WordPress created by Arun Kale. The theme was created based on a brief survey on the WordPress forums about what people would want to see in a unique magazine-style theme." Looks great.
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Now that's what I call a UI. Nice idea!
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"Are you tired of browser-based games that are thinly veiled interfaces for databases? Finally, there's a game that just is a database!" This looks awesome.
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"A simple pocket knife can be more appealing and usable than a bristling Victorinox, and a dedicated little games machine like the DS can engage us far more than the sleek power of the PSP. You can feel admiration and even awe for the big power boxes, but for the DS you feel affection – and that, in marketing terms, is worth a whole heap more." I love Stephen Fry.
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An interesting series of concept images of what context-aware, mobile search and data-diving tools might look like. Some neat thinking around transparency and context.
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"I wanted to take portraits of people that would reveal a hidden part of their character. So I had them play videogames."
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"Why did Weight Watchers work so well? For a really fascinating reason: because it isn't a normal diet. It's something more. Something fun. It's an RPG." Of course. Fantastic deconstruction from Clive Thompson.
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Braid papercraft. Delightful.
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Eesh. Tetris in 500 bytes of Javscript and HTML. Yes, they're obfuscated and unpleasant, but wow, etcetera.
One thing I usually forget to do when I backup a computer is back up my MySQL databases. Partly, because they’re not stored in my Library (I don’t think); partly because I forget how many I have. mysqldump
only backs up one database at a time, unfortunately. What would be great is something that dumps all of the databases in the system.
Anyhow, whilst on hold to my ISP this morning, I decided to solve this problem once and for all.
The end result is a pair of Ruby scripts which you can get from github.
The first will iterate over every db on your system (when run with an appropriate username and password) and spit out a .sql file with a filename corresponding to that database. The second look at a folder of .sql files named similarly, and for each one, drop a databases with that name, re-create it, and restore from the .sql file.
I’m sure I could do it just fine in a bash script, but it made sense to use the tool that comes most quickly to my hands, and that means Ruby. Once you’ve got Ruby installed, the rest is easy. Clone them, patch them, fix them; they’re basic, as maintenance goes, but handy.
Making bridges talk
28 February 2008
I’ve written before about how wonderful Twitter can be as a messaging bus for physical objects. The idea of overhearing machines talking about what they’re doing is, to my mind, quite delightful.
So when I found an untapped data source for such an object, I thought it was worth having a poke. Half an hour of scripting later and Tower Bridge was on Twitter. It tells you when it’s opening and closing, what vessel is passing through, and which way that vessel is going. The times are determined by taking the scheduled time for the “lift” and subtracting five minutes for the opening, and adding five minutes for closing – the official site suggests that, at rush hour, lifts should take five minutes to open and close tops.
That’s it, really; it’s just a simple case of scraping some data and outputting it. It’s not a hugely frequent event, so won’t disturb you very much; if anything, it’s just a little insight into the heartbeat of the Thames.
As a note on its design: it’s very important to me that the bridge should talk in the first person. Whilst I’m just processing publicly available data on its behalf, Twitter is a public medium for individuals; I felt it only right that if I was going to make an object blog, the object should express something of a personality, even if it’s wrapped up in an inanimate object describing itself as “I”.
And, if you want proof that it works… how about this:
I’d set the server up yesterday; suddenly, this morning, it twittered into life, and we charged out of the office around the corner to the bridge, where the MV Dixie Queen was getting into position for its lift. As it went through, I took a picture. That was a very satisfying moment.
(Thanks to Tom for helping me bash a crontab and a few other server-shaped things into shape. If you’re interested in the technology, which is really not very relevant, it’s about thirty lines of Ruby that glues together a combination of: wget, Hpricot, John Nunemaker’s Twitter gem, and cron.)
Updated June 22nd 2011 with the new URL for the bot, following this whole series of events.
Alan Kay’s definition of literacy
20 December 2007
Adam Greenfield recently mentioned this:
“The ability to ‘read’ a medium means you can access materials and tools created by others. The ability to ‘write’ in a medium means you can generate materials and tools for others. You must have both to be literate.”
That neatly taps into a lot of what I’m thinking about (and failing to write about here) at the moment. Things like this, and mixing your own paint, and programming-as-act-in-its-own-right versus programming-as-necessary-evil, and a whole host of other questions (such as what it is I actually do).
Things are slowly coalescing. This quotation coalesced a great deal, and deserved more than a mere del.icio.us link…