• "A billion drinks per day of Coca-Cola is an amazing thought, but such uniformity is a symbol of inertia, not dynamism. For the most part world trade still travels at the speed of shipping containers, not data packets." I chatted to Matt at dConstruct about this, and I'm really glad he's written it up: so much good examples and thought, about recognising the difference between pace and impact, of attention versus raw numbers.
  • "The pattern we see here is to keep crises small and frequent, as Ed Catmull of Pixar says in an excellent recent talk. When describing the difficulty Pixar's artists had with reviews ("it's not ready for you to look at"), he realized that the only way to break through resistance to reviews was to increase the frequency until no one could reasonably expect to be finished in time for theirs. The point was to gauge work in motion, not work at rest." I liked this quotation, but as usual, the rest of Mike's post is great.
  • "Goblin Slayer is a quick, easy to play boardgame of heroic adventure and underground combat for two players." Tabletop dungeon-crawl boardgame with nice little board structure and not bad artwork.
  • "Still, if I told myself as a child that I’d have a pocket computer powerful enough that it could play games that knocked the Spectrum into the dirt, along with music at the same time, and then look up almost anything from an encyclopedia, almost anywhere in the world, and in only a quarter of a century, I’m not sure I’d have believed it." Strong truth; I marvel at some of the technology I own, and wonder how I could ever have explained it to my eight-year-old self. Not explained the possibility; explained that it was within reach.
  • "But the sixty-something gamers of 2020 are not the same as the sixty-somethings you know today. They're you, only twenty years older. By then, you'll have a forty year history of gaming; you won't take kindly to being patronised, or given in-game tasks calibrated for today's sixty-somethings. The codgergamers of 2030 will be comfortable with the narrative flow of games. They're much more likely to be bored by trite plotting and cliched dialog than todays gamers. They're going to need less twitchy user interfaces — ones compatible with aging reflexes and presbyopic eyes — but better plot, character, and narrative development. And they're going to be playing on these exotic gizmos descended from the iPhone and its clones: gadgets that don't so much provide access to the internet as smear the internet all over the meatspace world around their owners." Lots of great stuff in this Stross Keynote.
  • Mapping where people are leaving and arriving based on nothing more than what they said on Twitter. Pretty, and perhaps the beginnings of something quite useful.
  • "Shepard gets in his warm space suit and Mako vehicle and takes on the blizzard. I go outside and walk to work in the rain. That comparatively insignificant section of the game stands out more clearly than any other, which doesn't mean anything to anyone else other than me. I never loved Mass Effect, but I may remember that for the rest of my life." Duncan Fyfe on memories. He speaks truth.