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"A bright motivated undergrad decides to ask her professor for a recommendation to graduate school." XtraNormal makes everything somewhat more psychotic than even the original scripts suggest. Fun.
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"In cinema and theater, we often hear about method acting, a technique by which actors try to create the situations, emotions, and thoughts of their characters in themselves in order to better portray them. In creating Cow Clicker, I rather felt that I was partaking of method design, embracing the spirit and values and ideals of the social game developer as I toed the lines between theory, satire, and earnestness." Bogost calls it Method Design; I've been describing it as "systemic satire" – the making of satirical mechanics.
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"The secret to winning this game is rolling "Rock." If you can continue to roll "Rock", you're going to win eventually, because Nothing Beats Rock."
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Brenda Brathwaite is awesome. This is brilliant. You should watch it. (This is also in tune with so many things I'm banging on about at the moment).
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Spy Part is sounding – and looking – increasingly good. Can't wait.
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"In what cultural anthropologists are calling a "colossal achievement" in the study of white-collar professionals, the popular radio show has successfully isolated all 7,442 known characteristics of college graduates who earn between $62,500 and $125,000 per year and feel strongly that something should be done about global warming." Ahehehehehe.
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"When I was a kid, there are two things I wanted badly and never got… A real dog and a Kenner AT-AT Walker." Linked everywhere, but – utterly charming.
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"People are understandably jittery, after the numerous social networking data breach debacles of three years ago that seemingly turned a generation off of oversharing. MTC have gone to great pains to assure users of the system that their data is safe from "getting zucked", and they've begun to provide free personal monitoring services to users of Clipper." Mike writes future-history, and in the midst of it, coins a lovely neologism.
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Some interesting things here – most notably, the link on 180º shutter; something I wasn't aware of until now.
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"What a person desires in life<br />
is a properly boiled egg.<br />
This isn’t as easy as it seems."<br />
(this is good). -
"Even if you don’t find Starship Troopers as prescient as I do, the years have been kind to it, if only because it’s now removed from the context of whatever expectations people might have had for it at the time. It seems absurd now to write it off as some silly piece of escapism, as its detractors complained, and the amount of detail Verhoeven and Neumeier… I suspect its future is bright: The line between the world of Starship Troopers and Sarah Palin’s Twitter feed gets thinner every day."
An evening playing Street Fighter IV with Steve revealed that, whilst he’s got a pretty dangerous Cammy, and my Abel is not half bad, what SF4 really needs is some way of quantifying the amount of bullshit players sling at each other.
You know what I mean: those endless command-throws that have you swearing at the TV whilst your opponent giggles into their headmic; endless repeated moves that you should be able to block, even if right now you’re failing; all those moments where you realise your understanding of move-priority isn’t quite in line with the game’s.
That sort of thing. “Oh no,” Steve would say, “you hit me with your bullshit again!”
What if we could take that bullshit and turn it into a game mechanic?
Enter: the Bullshit Meter.
You can see the Bullshit Meter up the side of the screen. The supposedly-accessible SF4 is already festooned in meters, so one more in the only available space we’ve got won’t make much difference, right?
Let’s do a crash course in all the meters on screen, just to clarify the Bullshit Meter’s purpose.
At the top, you’ve got your health bar. That starts full, and decreases when you take damage; when it’s empty, you’re KO’d.
At the bottom-left or bottom-right you’ve got your revenge/ultra meter. This starts empty, and fills up as you receive damage. When it’s half-full or more, you can perform an “Ultra combo”. Basically: taking damage will eventually allow you to perform your most powerful move.
At the bottom, you’ve got your super meter. This charges as you perform special moves, and serves various purposes around making specials more powerful (“EX attacks”), performing a “Super combo”, and cancelling Focus Attacks. We don’t have space to explain it here much more.
And at the side, we have the new, improved, Bullshit Meter. There are two ways to charge the Bullshit meter.
Firstly, by performing repeated moves. Every time a player performs two identical moves in a row, their opponent’s Bullshit Meter charges a little. Standard attacks (eg: repeated jabs) make barely any dent in it; special attacks (eg: Shoryukens) make a bit more of an increase.
If a player mixes up the power of their attacks, the increase in the Bullshit Meter goes up less than if they just repeated the same strength special. For example: Ken performing jab-Shoryuken into fierce-Shoryuken fills the Bullshit Meter much less than two fierce Shoryukens in a row.
The second way to fill your opponent’s Bullshit meter is through certain “Bullshit Attacks”. Every character has one (or more) moves designated as “Bullshit Attacks”, and these make significant impact on the Bullshit meter.
Examples of Bullshit Attacks include Ken’s Shoryuken (particularly in its Fierce variety), Zangief’s Spinning Piledriver, Abel’s Tornado Throw, Honda’s Ochio Throw, and practically every special El Fuerte has.
You can see that Ken players spamming Fierce SRK are going to get punished thricely by the new Bullshit Meter.
As a result of all this: performing Bullshit slowly fills your opponent’s Bullshit Meter. This has only one effect:
when your Bullshit Meter is totally full, hitting all six attack buttons at once (preferably with your fist) will instantly quit the match.
This can, of course, be combo’d with other attacks, as it uses all six buttons; for instance, performing an Ultra attack with six buttons, instead of three (eg: QCF, QCF+PPPKKK) will perform an Ultra Bullshit Ragequit Finish.
I don’t know if Capcom are listening, but I hope we can get the Bullshit Meter into a future title update for SF4.
Disclaimer: I love SF4 just as it is, thankyouverymuch, and you don’t need a Bullshit Meter to punish the hell out of any Flowchart Kens you come across. It was an entertaining-enough idea to wrap a game mechanic around, though, if only in jest.
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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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"Ikaruga doesn’t treat you mean because it wants to see you fail. Ikaruga treats you mean because it wants winning to feel wonderful. But the more I became addicted to that mechanic, the more uneasy I started to feel. Volunteering to be beaten and humiliated on the promise of eventual pleasure? Isn’t there a word for that?" I can't get on with Ikaruga – too much of a memory test, too much punishment, not enough pleasure – but I can totally understand these sentiments. Lovely writing.
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The Wire has started airing on German TV, in a dubbed version; fascinating interview on how to translate it whilst keep the flavour of the original show.
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How come I have not seen this before?
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Preserved at least in the screengrab of this post: today is the 15th anniversary of the release of Doom, and Offworld have reskinned accordingly. Fun.
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"The outcome of this rampant illegal software copying is that Windows is seen as "the first world standard" and any attempt to push a cheaper alternative is strongly resisted. They consider it trying to cheat local people out of getting the same quality of software that is used in the developed world, even though it's a legal way of getting quality software for free." Not what you'd expect, but totally understandable: as said before, there is a middle class everywhere, and it has the same aspirations everywhere.
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…and here's a tiny bit that got cut from the final interviewer, from Tom Chick's own site. Spielberg talks in more detail about balancing storytelling and gameplay, and expands a bit on the cutscene problem.
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Tom Chick interviews Spielberg on games for Yahoo!. Spielberg is consumate and smart, as you'd expect, but also well-grounded; he really does _play games_. "Yes, I've played Half-Life, of course" – the "of course" is the important bit.
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“Sackboy will be tremendously popular and this is the perfect time of year to knit the little chap. Knitting and customizing him means that he will be utterly unique and a very cool accessory. We’re very lucky to have him in the magazine and we hope that he’ll help to increase the already sizable crossover between the great communities of gamers and knitters, online or not.” Frankly smashing. I wonder if Mum's looking for a Christmas knitting project?
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"In short, [MSG] defies many of the characteristics we normally ascribe to a tabletop RPG — in the context of a very cynical, and very cool, cyberpunky future where even the minimal constraints on corporate action that currently apply are removed, and any residual ethical norms for businessmen are considered the domain of chumps. Excellent, in a word." Ordered, based upon Greg's writeup and also the fantastic downloadable version of the ruleset. Now, to find some players.
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Um. An "artwork/game/digital poem/world of scribbles" from Jason Nelson. Stop trying to "get it".
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"My Favorite Book Covers of 2008" Some I'd seen before; some I'd not. Some very beautiful things here.
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"I come from a software background, as well as an artsy-fartsy one. I want to see games as art, but they’re also supposed to work as logically-constructed bodies of code. And in a lot of cases, reviewers need to see them as software rather than as art. Here’s why…" I think Steve has some good points here, but I'm not totally swung yet; after all, games might _be_ software, but do we _experience_ them as software? I'm not sure that we do, and that's why we respond to them in the manner we do.
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"The ultimate resource in grid systems."
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Pretty much spot on. Especially when it comes to GRIMDARK PIRATE COMICS.
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"Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
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"a poster-sized calendar with a bubble to pop every day". Yes please!
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"After a sixteen year wait, one of the most highly acclaimed radio programmes of the nineties, featuring a uniquely talented combination of acclaimed comedy writers and actors, will finally be released in 2008." Oh, yes please.
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It doesn't get much more niche; long-suffering Prinny finally gets a break from being tossed around and exploding and given his own game. The first trailer is mainly about how much Nippon Ichi exploit him in their office. It's like one big in-joke… and it's getting properly localized! NIS are good to us, dood.
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Some interesting user research, especially when it comes to understandings of the device, and perceptions of the App Store. It's amazing how people's attitude to price changes when you've got a small screen, a market saturated with cheap goods, and a product that isn't in a box.
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Just so beautiful. Now: I just need a video of it rotating on loop, please.
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"[The modern supervillain's] hidden fortress is in the network, represented only by a briefcase, or perhaps even just a mobile phone…. for a “4th generation warfare” supervillain there aren’t even objects for the production designer to create and imbue with personality. The effects and the consequences can be illustrated by the storytelling, but the network and the intent can’t be foreshadowed by environments and objects in the impressionist way that Adam employed to support character and storytelling." The network as fortress and ideology all at once.
Katrina: The Gathering
15 September 2005
Katrina: The Gathering. Possibly tasteless. Possibly a little spot-on. It’s funnier if you can play Magic, obviously. [from dan]