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"This is the S2H replay; an activity monitor/pedometer thing that does a similar job to the fitbit. Except it feels way more like the future than the fitbit because it's cheap, fashiony and simple. And you they'll actually deliver one outside the US." I like "fashiony" as both an adjective and a watchword. The S2H sounds pretty nifty, too, and Russell's write-up is great…
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"Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice – some sensible, some common sense, some insightful, some entertaining – on writing. And: much of it applies to other creative disciplines, too.
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"Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
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"I'm imagining that Curling is project management: sweeping in front of the stone to both clear a path and influence the direction, but without touching it; a good curling strategy is to both knock the competition out of the way and get closer to the target, sometimes with different stones; …plus you can drink and smoke while you play"
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"Cheating is hacking for the masses. It is one of many opportunities to ‘soft programme’ our technologies and culture without heavy reliance on advanced knowledge. Cheating creates an opportunity to play with design, think about it, and tinker around. By effectively unbalancing a game, we can move behind the screen to consider games through their limits. If you put too many assets on screen with the Sonic debug mode, the system would freeze and crash. In this it taught young players an important truth about games; that they aren’t infinite systems, but rather careful gestures reliant on an economy of elements. Cheats of the kind seen in Sonic fostered a generation of gamers to be both critical and respectful of what games are. Knowing that the level is one configuration among many comes from a point of view only afforded through cheating." David Surman is writing more about games, and it is a good thing.
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"He's going to like that album, and then he's going to ask you about The Police, and he's going to want to know why they aren't together anymore. How are you going to explain what happened to Sting? You know, when he started singing about turtles and ponies and became an obsessive Beanie Baby collector. What are you going to say?" Bill doesn't want to have to explain Sting to Eli.
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"To justify such an investment in time, a game would not only have to match the content of the course, but provide a learning experience that couldn't be accomplished through reading, writing and class discussion." Todd Bryant on how he integrated playing games into his teaching programmes; some nice ideas in here, notably using MMOs for language tuition, and some commentary on the suitability of various titles for this sort of thing.
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"Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
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Clint Hocking's presentation materials – talk, slides, short mpeg – from his GDC09 lecture, "Fault Tolerance: From Intentionality to Improvisation". It's meaty and weighty and it's really, really, really good, and covers lots of bases and I'll need to read it again. Lots of dense stuff about the balances between Far Cry 2's gameplay systems, designing systems for improvisation, and rebalancing games to what they want to be. My mancrush is not abated, sadly.
On The Air (well, in Canada at least)
07 January 2009
Like a surprisingly large number of folks on the internet, the nice folks over at CBC‘s Spark saw my transcription of If Gamers Ran The World, and asked me if I wouldn’t mind doing a short interview for their radio show.
That’s due for broadcast in Canada today, but in the rest of the world, you can listen to the show online. They’ve also put up the uncut interview I did, which goes into a bit more detail. Everyone on the show was lovely to talk to, and I hope I did a reasonable job of explaining some of the thinking behind the talk to a general, public-radio audience.
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A nice post to end the year from Kars – it feels like a top-trump of so many things that have risen to the surface in my head in 2008.
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"Today is a fairly momentous day in the history of Ruby web frameworks. You will probably find the news I’m about to share with you fairly shocking, but I will attempt to explain the situation." Yehuda Katz weighs in with a great, informative post.
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"Merb and Rails already share so much in terms of design and sensibility that joining forces seemed like the obvious way to go. All we needed was to sit down for a chat and hash it out, so we did just that." No, really. Not an April Fool. It sounds like the architecture changes that are going to be made are going to be a big win for Rails 3. Looking forward to it.
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Not concerned with the Javascript bundle, but the Vibrant Ink syntax-highlighting link is lovely.
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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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"Economics has been defined as the science of distributing limited means among unlimited and competing ends. On 12th April, with the arrival of elements of the 30th U.S. Infantry Division, the ushering in of an age of plenty demonstrated the hypothesis that with infinite means economic organization and activity would be redundant, as every want could be satisfied without effort." Remarkable article; fascinating for its subject matter, when it was written, what it describes, and the patterns that hold up inside such a regimented economy. A must-read, really – can't believe it took me so long to get around to it.
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"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality– the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide– that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
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"It's an easy, irresistible, almost childish pleasure: the ground meat dissolved into a dark blood-red sauce until they are one and the same; no hacking, slicing or cutting needed; a slurpy goodness; the oily bolognese hanging on to the slippery pasta; guaranteed joy in a world that's just ruled it out." Recipes for ragu.
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"Suddenly, instead of Pong, Nolan Bushnell unleashes a stark, monochrome rescue challenge on the world. AVOID MISSING PRINCESS FOR HIGH SCORE burns itself into the brains of a generation. A couple of sequels expand the world of this strange new hero and, keen to bring its popularity to bear on the 2600, Atari execs strong-arm Warren Robinett into populating Adventure with mushroom monsters and making the green dragon friendly." Delightful alterna-history from Margaret in her Offworld column.
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"Soon enough, amid the daily grind of his obsession, he would see in the game itself a way out of the bleak hole he had fallen into. He would take a clear-eyed, calculating look at what he and his fellow players had been doing all those months—at the countless hours they'd given over to the pursuit of purely virtual but implacably scarce commodities—and he would recognize it not just for the underexploited form of productivity it was but for the highly profitable commercial enterprise it might sustain." Fantastic article from Julian Dibbell on IGE, the massive real-money trading operation.
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"We will both have to take responsibility for our consumption. A product that keeps working for longer uses less-resources in the end. The key ingredient to all this is quality. To make something well, you know, the best you can do. To go the extra mile that it takes to do that. Every stitch, every zip, every little feature considered. The weakest points made strong. Then, and only then, have we made something that will last the test of time. Guaranteed for a minimum 10 years. Each product will come with a hand me down contract. You will sign who you want to leave the product to. This is legally binding."
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"Trust begins when I can see the design intention of an application." Great stuff from Rands on how sync should work – namely, in the dumbest way possible – and what building trust into application design looks like.
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"Throughout most of the year, gaming is distraction and entertainment. November separates the proverbial patriarchs from their upstart offspring. In November, the Gamer! and the With Job! blur. I spend my ill-defined work hours thinking, talking and writing about games. And the time I'm playing games become a form of work – a struggle to keep up no less frenetic than that of the clock-manager in Metropolis." This year's November release schedule was crazier than most, too.
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"the brains behind the siduhe bridge decided to ignore all those options and break another record instead. they attached the 3200ft cables to rockets and accurately fired them over the valley, becoming the first people to do so." Woah. The photographs are awesome.
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"PROBLEM: There is no way I can justify to myself spending that much money on plastic cows. Really, there is no way. WIN-WIN: I could however justify giving that same amount of money, or more, to a worthwhile charity. That would be an easy thing." Matt wants cows, in return for giving money to charity.
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Oh wow; it's like a developer network for LittleBigPlanet. Smashing.
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"On May 3rd 2008, artists Robin Hewlett and Ben Kinsley invited the Google Inc. Street View team and residents of Pittsburgh’s Northside to collaborate on a series of tableaux along Sampsonia Way. Neighbors, and other participants from around the city, staged scenes ranging from a parade and a marathon, to a garage band practice, a seventeenth century sword fight, a heroic rescue and much more…" Lovely.
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'"With respect to the franchises that don’t have the potential to be exploited every year across every platform, with clear sequel potential that can meet our objectives of, over time, becoming $100 million-plus franchises, that’s a strategy that has worked very well for us," Kotick said.' Kotick is very serious about his use of the word 'exploit'.
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""The ability to offer these songs on a subscription basis may very well result in the newest subscription opportunity in our portfolio," he said." Kotick wants you to pay Activision to subscribe to UGC. Oh dear.
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Beautiful.
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"As we move into a world in which we can manufacture things as cheaply as we print them, the skills that tinkerers develop– not just their ability to play with stuff, or to use particular tools, but to share their ideas and improve on the ideas of others– will be huge." Lots of good reflections from "Tinkering As A Mode Of Knowledge".
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Visualising the heights of people's towers by importing their savegame. Lovely.
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"By understanding the way bees respond to all the different aspects of the natural world, the beekeeper is able to recover his own relationship to the natural world through bees."
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"Every time Bobby Kotick opens his mouth, I see a giant cow with "GUITAR HERO" branded on its side, and Bobby Kotick is squeezing two teats as fast as he can."
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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.