• "One succeeds because it leverages the player's motivated, explorative, self-driven experience; the other fails because it relies on a hackneyed, disjointed "epic" plotting (told in 3 separate plot-lines via cutscenes) with incongruous settings and 2-dimensional characters. One succeeds because its formal systems directly feed the player's connection to the world and characters; the other fails because its formal systems bear no discernible relationship to the stories the game wants to tell." This is strong stuff from Michael; I am increasingly fed up of the focus on (poorly-told) stories in games.
  • "Know that there are no "accidents" in this game design. Everything you notice about the game, and every subtle interaction that you experience, is intentionally packed with meaning." (Gravitation, still, being my favourite of Rohrer's games, I think).
  • "Crucially, Goodrich entreats the public to note the following: "this change should not directly affect gamers, as it does not fundamentally alter the gameplay." This one statement should cause considerable distress, as it suggests a troubling conclusion about Medal of Honor as a work of public speech.<br />
    <br />
    To wit: it suggests that the Taliban never had any meaningful representation in the game anyway. If a historically, culturally, and geographically specific enemy can simply be recast in the generic cloth of "opposition," then why was it was called "Taliban" in the first place?<br />
    <br />
    And if the Afghan war in which the new Medal of Honor is set was one explicitly meant to drive the Taliban from their strongholds in Afghanistan, why should it matter that the game is set in that nation in the present day at all? In short, how was this Medal of Honor title meant to be a game about this war in particular?" This is a marvellous, critical piece of writing from Bogost.
  • Nice post on Awk basics – most of which I knew, but the examples are still great, especially those involving variables. The links out to the Hacker News and Reddit threads are also full of good stuff.
  • "…there is something far more interesting at work in Heavy Rain: its successful rejection of the primary operation of cinema. The game doesn't fully succeed in exploiting this power, but it does demonstrate it in a far more synthetic way than do other games with similar goals. If "edit" is the verb that makes cinema what it is, then perhaps videogames ought to focus on the opposite: extension, addition, prolonging. Heavy Rain does not embrace filmmaking, but rebuffs it by inviting the player to do what Hollywood cinema can never offer: to linger on the mundane instead of cutting to the consequential." Ian Bogost is smart, and this is brilliant (and also provides a citation for "film is editing", which is something I've blathered about before).
  • "Eons ago, in 1996, Next Generation magazine asked me for a list of game design tips for narrative games. Here’s what I gave them. Reading it today, some of it feels dated (like the way I refer to the player throughout as “he”), but a lot is as relevant as ever. I especially like #8 and #9." Jordan Mechner is a smart chap; nice to know he was on the right lines so long ago.
  • "A rain-proof planetarium machine could be installed in public, anchored to the plinth indefinitely. Lurking over the square with its strange insectile geometries, the high-tech projector would rotate, dip, light up, and turn its bowed head to shine the lights of stars onto overcast skies above. Tourists in Covent Garden see Orion's Belt on the all-enveloping stratus clouds—even a family out in Surrey spies a veil of illuminated nebulae in the sky." This is lovely, though no idea if it'd, you know, work.
  • "Noticings is possibly one of the first services to integrate the Yahoo Geoplanet Data deeply". Tom explains how we're using Geoplanet inside Rails. Really good stuff if you're interested in that geo malarkey
  • "if the Choose Your Own Adventure books are just another Finite State Machine, it should be possible to use some of the same techniques to examine their structure." And so begins a lovely, lovely post on data visualisation, and what visualisation can tell us about the changing editorial strategy of CYOA books. Be sure to check out the "animations" at the top of the page. It's all very beautiful.
  • Now that Net Yaroze has closed its doors, Edge catch up with some former Yaroze developers; they have some interesting things to say on the state of games education in particular.
  • "[Our heroine's] name is Marta Louise Velasquez, and she’s quite possibly the most unpleasant female lead character in the history of gaming. She’s also what makes TD2192 worth remembering." Indeed, I have many. She did not lead a happy life, I'll give Richard that.
  • "Critical thinking is the key to success!" Professor Layton is on Twitter. Officially. This is good.
  • why do it? To borrow from the site's About pages: "First, it will help you find shows that others have not only watched, but are talking about. Hopefully it'll throw up a few hidden gems. People's interest, attention and engagement with shows are more important to Shownar than viewing figures; the audience size of a documentary on BBC FOUR, for instance, will never approach that of EastEnders, but if that documentary sparks a lot of interest and comment – even discussion – we want to highlight it. And second, when you've found a show of interest, we want to assist your onward journey by generating links to related discussions elsewhere on the web. In the same way news stories are improved by linking out to the same story on other news sites, we believe shows are improved by connecting them to the wider discussion and their audience." Dan Taylor explains Shownar from the BBC's perspective
  • "Shownar tracks millions of blogs and Twitter plus other microblogging services, and finds people talking about BBC telly and radio. Then it datamines to see where the conversations are and what shows are surprisingly popular. You can explore the shows at Shownar itself. It’s an experimental prototype we’ve designed and built for the BBC over the last few months. We’ll learn a lot having it in the public eye, and I hope to see it as a key part of discovery and conversation scattered across BBC Online one day." Matt talks about Shownar on Pulse Laser.
  • "Shownar tracks the online buzz around BBC shows. It's an experimental prototype and we want your feedback." What I've been working on in the first three months at Schulze & Webb, and is now live. Exciting!