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"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
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"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
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"'Why do you build your own computers?' Gloria asked earlier this week. 'Why don't you buy just buy one that's already built?' … It's because computers are fire… If I was a caveman (I'd be dead, because I can't see clearly two feet in front of myself without glasses, but that's not the point), I wouldn't go to the guy who discovered fire and ask if I get a light off his torch. I might let him explain the process–documentation, as it were–but then I'd go off, hold the torch backwards, cut myself with the flint, and generally do it wrong."
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This appears to be some kind of 3D-tinged mind-mapping software; Flatblack were behind the rotoscoped look of Waking Life and A Scanner Darkly; this is clearly an interesting digression for them.
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The Offworld 20 "…isn't just a list of independently made and under-appreciated games, it's a list of the games that celebrate what makes Offworld Offworld: the beautiful and the bizarre, and the games trying to push the medium forward and give us something we've never seen before, in whatever incremental way." Smashing. I love Offworld already, and this is a lovely list.
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"Monopoly, in spite being the classiest of all board games, unfortunately is packaged just as boringly and uncreatively as every other garbage board game on the shelves. So, I decided to repackage it… turning the class up to 11." Very pretty, but I miss the original typeface: the 30s-style sans-serif was very important to the tone.
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"…my feeling is that the barriers to verismilitude in video games aren't technological– lighting effects, texture work, mocapping– but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
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"…it’s become apparent to me that social software is a medium turns all communication into a self-representation game whose ultimate goal is popularity."
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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"Demeter quit his bank job two months ago and has launched a company, Demiforce, to develop more electronic games. Now he has a salaried staff, five games in development and two coming out by Christmas, including a spinoff to "Trism" called "Trismology."" I hope his success continues; scaling up always seems scary, but Trism was – and is – superb.
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"The conundrum is that no path, no vision of progress – technological, social, moral – will be plausible today if it does not include the complexity of costs, yet it will not be desirable if it does. That makes our society blind." Some good, if dense, Kevin Kelly.
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"I wrote a script that lets you see what this money could buy if we weren’t throwing it at second-rate comedians or third-rate bankers. What if we spent it on schools, or teachers, or wispas instead? My script lets you see that by altering the text of Guardian articles as you browse." Ben's hack was brilliant in its simplicity, and really does change the way you read the news.
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"Turf Bombing is a location-based turf battle game which rewards and encourages traveling and learning about different neighborhoods." Location-based game that forces you to travel out of your normal areas, and potentially explore transport networks. Also: not designed around specific devices, just laptop+wifi.
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"Fallout 3 is a tribute to intent. It's not a rallying cry for any cause or even a cautionary tale about the hypothetical horrors of nuclear holocaust. It's a statement on the worthlessness of inaction. It's about not staying in the vault."
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"Far Cry 2 doesn’t so much attempt to define a memorable experience and effectively communicate it to the player as it does to define a set of rules and an environment in which memorable experiences are likely to happen, letting the player loose in that world." One of my favourite pieces of writing on FC2, if only because it captures the nature of the game so well.
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"Oddly, although Left 4 Dead only comes out today, Gamestop.com has already switched from their previews to reviews. You'd think that wouldn't be enough time for their users to appraise the game. You would even think that they'd want to play the full game before trumpeting their thoughts and throwing around phrases like "game of the year." You would be wrong." Mitch is harsh but fair.
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"See what's been discovered by the Wasteland inhabitants!" Collaborative slippymap of what people are finding in the DC Wasteland in Fallout 3.
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"Images don't automatically attach to emails. I hope you and your husband can work things out though." Oh dear.
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"For all the prioritizing and severitizing (which costs a lot of time during bug input) the best method of bug sorting was human communication." Yes. Too much time has been lost in too many custom installs of JIRA.
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"Hi everybody, I'm Brandon, and this is Offworld." Oh! This could be good.
2006 in review
31 December 2006
I feel like I’ve been neglecting Infovore a bit in recent weeks, and so thought I’d begin my return to form (as it were) with a semi-obligatory year-end post.
2006 has been really quite a year, on many levels. Certainly one of the most eventful so far. The most obvious change it brought has been a change of job: after two years of working for the New Statesman, I left for a change of scenery. I haven’t mentioned where I am specifically, up until now, but given that most people who know me know, I’m happy to say that I’m working at the Nature Publishing Group, known best for their flagship title Nature. I’m a front-end developer there, writing markup and front-end code to build interfaces and sites. It’s been a great experience so far; after an inital unsettled period I’ve slowly managed to find my feet and am enjoying it a lot. It’s also given me a chance to work, full-time, in Ruby on Rails, which has proved most enjoyable – and at times eye-opening.
It’s also been a year of travel. Between leaving one job and starting another, I went to the USA for the first time – to speak at the O’Reilly Emerging Technology Conference. That turned out to be fascinating, exciting, and terrifying in equal measure; I poured perhaps a little too much of myself into the talk, but was very pleased with the results and had a great time at the conference – both in terms of what I learned and the relationships I made and solidified. A shame not to be going again this year, but I’m glad to have been once.
I also travelled to Denmark for Reboot 8 in the summer, again to talk. Less terrifying, this time around, and perhaps my favourite work of the past year – lots of lateral thinking and answering of what-ifs in that talk. Do check it out if you haven’t already. A very different environment to ETech – creative, artistic, and holistic in its approach to technology; really wonderfuly to attend something truly European. As long as it’s on this year, I’m definitely going again.
There was also travel that didn’t so much resemble work. Alex and I went to Barcelona in the autumn for a wonderful holiday – lots of food, sun, reading, and art. A really lovely city, and an excellent holiday. Just the rest I needed, really. Lots of photos of it are up in my Flickr profile.
Life is slowly becoming more settled, really. I’m feeling more confident daily in my work, in my play, and in the city I live in; London is really beginning to feel a little like home. It’ll never truly be home, but it’s great to live somewhere with so many good friends, and so much to do with them.
And what does 2007 hold? No idea, really, though I’m beginning to have some thoughts. I’m seriously considering a fortnight’s holiday – I usually stick to just a week. And I think it could well end up being spent in San Francisco – another trip to the US, to a city full of friends (and, seemingly, more of them every day), and a summer in the sun.
2007 should also be a year of making. I’ve got at least one project to launch very early in the year, and several more on the go. And I mean “making” of everything: making more words, more music, more photographs, far more cooking – more stuff. I’m always wrestling to create, but I plan next year to really make stuff happen. I hope to share more of it here.
I’ve really loved 2006 – ups and downs, for sure, but so many opportunities, so many new friends, so many magic moments – from watching the sea roll in at Barcelona to being mesmerised in the cinema, from late nights talking with friends in far-off hotels to many happy memories in the kitchen.
I hope your 2006 was good; I hope your 2007 is even better. Do keep reading.