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"The new thing won’t be better, you just aren’t aware of all of the ways it will be terrible yet."
I am at the point in my career where I nod along at _all_ of this, often with real experience. It maps neatly to my current experience of moving lots of things to simpler technologies (text files, flat HTML, and glue-of-your-choice).
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Via Denise. Useful reminders.
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That looks like a good overview of flexbox to me.
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Darius Kazemi on writing aphorism detection; if nothing, it's a lovely insight into how he thinks about problems, as well as some neat code examples.
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"keep some parts of myself severely to myself, am thus able to maintain a deep fruitful disjunction between this real world & the real real world." (and: of _course_ the "Robin" commenting on MJH's blog is Robin Sloan)
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"The lineage of luxury in art – from lapis lazuli, to bronze casting, gold plating or diamond encrusting – extends now to graphics cards, ray-tracing, skin rendering, reflection mapping and to processor speeds, hyperthreading, render farms and the complex world of outsourcing, government subsidies or mineral extraction. It’s important and interesting! Curators take note!" This is good / the Ed Atkins also sounds good.
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Bookmarked for reference – Dan's lists are usually good.
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Beautiful. (via Denise).
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"King Lear would have killed it in Silicon Valley." More Maciej, and yes, it's great.
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These are also good. And funny.
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Seems like a reasonable set of tools to help out with this.
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"MailCatcher runs a super simple SMTP server which catches any message sent to it to display in a web interface. Run mailcatcher, set your favourite app to deliver to smtp://127.0.0.1:1025 instead of your default SMTP server, then check out http://127.0.0.1:1080 to see the mail that's arrived so far." Useful!
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"The reason I am able to make Twitter bots is because I have been programming computers in a shitty, haphazard way for 15 years, followed by maybe 5 years of less-shitty programming. Every single sentence in the big preceding paragraph, every little atom of knowledge, represents hours of banging my head up against a series of technical walls, googling for magic words to get libraries to compile, scouring obscure documentation to figure out what the hell I’m supposed to do, and re-learning stuff I’d forgotten because I hadn’t used it in a while." This paragraph also represents my experience of both programming and how I write my toys; a slightly round-about set of experience to get to where we are now, with lots of reading the manual and doing things in dumb ways occasionally. Programming!
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Yep, this all seems like a very good list to me. Filed away for the next time I have to do anything with maps.
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Enjoyed this a lot: Kim Stanley Robinson on California, SF, and the relationship between the two. For me, timely.
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"In this film I wanted to look beyond the childish myth of ‘the cloud’, to investigate what the infrastructures of the internet actually look like. It felt important to be able to see and hear the energy that goes into powering these machines, and the associated systems for securing, cooling and maintaining them." Looks beautiful: Timo's customary look in enveloping, three-screen 4K. Gosh. Also: the uses of stills-as-film is really interesting to me at the moment.
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"One-thousand dollars invested at a 20% discount with 5% interest (calculating interest every 3 turns, but simple, not compounding interest) means a player will have starting debt of $1000. After three turns the debt is $1050, 6 turns is $1100, 9 turns is $1150, etc. Totally manageable. The banker is your friend and wants you to succeed."
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A lovely game – almost a poem, but definitely Enough Game – by Holly Gramazio, about being a blackbird in a city. It made me feel many things, which is what the best writing does. Also, I shall now probably play it again.
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"We foresee an amazing future where not only can your household devices communicate with each other, they can also communicate with us over the same Internet lines. How cool would it be if your fridge could post a Medium here on Medium every time it needed you to buy more milk? And that’s just one idea." There are many more ideas in this post.
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A nice talk on type, with some great faces referenced in it; Brandon Grotesque is a stunner.
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"Reply to an evening email reminder with what you did that day. The next day, get a digest with what everyone on the team got done." As a management style, I like that.
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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.
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"In the 14 months since [TeamFortress 2] shipped, the PC version of the game has seen 63 updates – “that’s the frequency you want to be providing updates to your customers,” [Newell] adds. “You want to say, ‘We’ll get back to you every week. The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”" Great write-up from Chris Remo of Gabe Newell's DICE talk.
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"This is a sort of thorough, empirical, sociological study of art students at two British art schools at a very interesting moment, the late 1960s (a moment when, as the book says, anti-art became the approved art, bringing all sorts of paradoxes to the fore). I find it fascinating that such a subjective thing as developing an art practice can be studied so objectively, but then I find it amazing that art can be taught at all. The book shows the tutors and students circling each other with wariness, coolness, misunderstanding, despair, appreciation." Some great anecdotes and observation.
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"Busker Du (dial-up) is a recording service for buskers through the telephone (preferably public payphones hidden in subway stations). Audio recorded will be posted to this audio-blog and made available to all who cherish lo-fi original music. Try it out at your favorite subway station or street corner." Dial-A-Song comes full circle.
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"Poole – HAL 9000 is a fictional chess game in the movie 2001: A Space Odyssey. In the movie, the astronaut Frank Poole is seen playing chess with the HAL 9000 supercomputer… The director Stanley Kubrick was a passionate chess player, so unlike many chess scenes shown in other films, the position and analysis actually makes sense. The actual game seems to come from Roesch – Schlage, Hamburg 1910, a tournament game between two lesser-known masters."
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Lovely demo – some interesting interfaces that feel quicker than current alternatives, as well as experimental ones that, whilst slower and clumsier, represent information a bit better. I mainly like the form-factor, though – but what's the unit cost? These things get a lot better the more you have.
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"Something like: Trying to create a reading list that gives the best introduction to everything. This may change." Phil is trying to collect the Good Books in many fields. It's an interesting project, for sure; it'll also be interesting to see how it pans out.
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I was a little excited from the ongoing Offworld love in, but Oli Welsh's review suddenly makes me insanely excited about Keita Takahashi's new plaything. Why is it that all the reasons for me wanting a £300 PS3 are £3 PSN titles?
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"…the biggest consequence [of a universal micro-USB adaptor] will be the ease of transferring data/content from street service provider to consumer, and consumer to consumer… There is a place at the edges of the internet where the level of friction makes content and data grind to a halt. It's largely unregulated. And it just got seriously lubed."
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"30 Second Hero is an action RPG which consists of really short battles that require no interaction, as players race against the clock to save the kingdom from an evil wizard's wrath. As indicated by the title, you only have thirty seconds to level up your character sufficiently for the final battle, although additional time can be bought from the castle at the cost of a hundred gold pieces per increment of ten seconds." Hectic; the entire early JRPG genre (FF1, et al) condensed into a minute-long rush. Grinding as poetry.
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"I was convinced that it was a spoof. As if there’d be a genre called Donk. Everything is wrong about the video. The knowing subtitles over subtle Northern Accents. The presenter’s slight grin when he’s chatting to folk. The funnily named shops. Everything. There’s no way I’m falling for a prank like that. It reminds me heavily of the episode of Brass Eye where they whang on about Cake (the made up drug). And all the characters and the interviews look like they could be setups or clever edits." But no, it's real. Iain Tait discovers Donk.
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"…with that sad note from Sarinee Achavanuntakul, one of the most enduring (if illegal) tributes to gaming history came to an end." Home of the Underdogs is no more; just gone, like that. It wasn't that it had the best games or the worst games, or that they were illegal, or free; it was history, and childhood, and the smell of cardboard and boot disks, all wrapped up in one giant cathedral to Good Old Games. Most things I played on my old DOS machine were there. A shame; I hope they're elsewhere. This is why we need proper game archives.
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Tweaking a game five months after launch to make it both more playable, and also more realistic; understanding that realism is key to NHL09 fans, and delivering on that as an ongoing promise.
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"Warcraft’s success has always been substantially due to the extraordinary physicality of Azeroth, to the real sense of land transversed, of caves discovered, and of secrets shared. Players old and new bemoan the endless trudging that low-level travel requires, but it’s crucial for binding you to the world." Yes. Despite QuestHelper, I'm always in awe of the new areas. I just wish more people were playing the game as slowly and badly as me. Another beautiful One More Go, and one that resonates a lot right now.
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"Obama Says: Yes We Can is a Simon Says game based on Barack Obama's New Hampshire Primary speech, as later turned into song by will.i.am. Watch the game create a pattern of button and direction presses, and repeat that pattern correctly to score! The more you get correct, the harder the patterns become – can you keep up?" Oh blimey.
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Lots of good stuff in here I didn't know about, all for your DS, and all not illegal. Hurrah for homebrew.
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"With DS Reader you can read any e-book (or text file) on your DS. It even has a great little bookmarking function to keep track of your progress." Ooh.
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"Game Trivia Catechism is a multiple-choice trivia game, testing your knowledge of video gaming. It can be played as straight trivia, or as part of a story that follows Al and Sally as they compete in the King of Game Trivia Tournament." Looks awesome.
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"Current mass-market games present simulations of incredible fidelity. Many of these titles also push genre boundaries and offer new mechanics to players. The problem, argues Ubisoft’s Patrick Redding (FAR CRY 2), is that these two developments are disconnected. Game output appears information-rich, but how much of that information can the player actually use to play better, and how much of it is just there to be spectacular or cinematic?" I would pretty much kill to see this. Gah.
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For those of you who might not be aware of its size, James has put the size of Gaza in context through comparing it to maps of other cities. Simple, effective communication.
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"I still consider glass to be an extreme craft – you’re working with and fighting gravity and momentum in those 60 seconds before it starts to harden – but you learn to take your time, even if there are lots of moments of extreme concentration to keep a piece from disintegrating." Chris writes up his glass-blowing course; sounds great.
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"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
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"Rohrer is trying to make art in a medium that most people don't even think is capable of art. He can create this space of pure freedom, as artists have done in the past — isolation, introspection, ascetic poverty. But ultimately he has to send these works out into the world, and people have to respond to them. And right now the audience doesn't know what to do with them." Fantastic writing from Esquire; mature, sensible, and at no point apologist.
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"The 'better sequel' mentality is damaging both to the games industry and to the quality of games journalism. It is a deferral of critical responsibility, a patronising pat on the head for the developer who dared to dream and fell short in some mythically vital way. I don't want to be frustrated by dodgy controls either, but then I'm willing to blunder through if I'm going to get an experience I never had before." And this is why I've been sticking with it; I think Keith is on the right lines with this quotation.
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I really like the dot/tab/pad/board delineation, and the fraction/inch/foot/yard scale that accompanies it. A nice way of framing these issues.
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"Someday I hope game designers really are seen as trusted personal trainers, and that we have the chance to take people through proven processes that pay off in the long run. More gamesight, a surprising social safety net and support system, a more engaging environment, a higher quality of life." You trust a good designer to deliver good experience, regardless of the pain they put you through.
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"Unknown games are always the best ones… They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience." A lovely piece from Simon on what the end of a certain kind of retail experience will really mean.
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"Steve Rose notes that the recent films have seen Bond visit and destroy as much villain-architecture as ever ("The villains are the creators; Bond is the destroyer. He's basically an enemy of architecture"), and suggests this can be traced back to Fleming's difficulties with Modernist architects." Rod on Bond is always good, and bonus points for the punning title.
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"A series looking at different aspects of guardian.co.uk's rebuild and redesign project, which ran from October 2005 to September 2008." Looks like there's going to be some good stuff emerging from this; great to see the Guardian making it so public.
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Lots of (large) images; detailed, wonderful. A post to go back to and pore over
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"I must admit that I would have loved to get this richness of backstory into the actual game itself, but the longer pipeline of game asset development and integration made that impossible." Clint Hocking explaining the background behind the fictional blog for Far Cry 2.
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The blog of Reuben Oluwagembi, the fictional journalist you meet in Far Cry 2.
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"A few weeks ago we released our shapefiles via the API, and while most people were excited, some folks were a bit confused about what it all meant. Which is why Tom Taylor’s beautiful Boundaries application is so exciting. It helps you visualize the Flickr community’s twisty changing complex understanding of place." Tom is on code.flickr.com! Hurrah!
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"Renaissance ‘lace books’ have much to offer the modern digital designer, who also faces the challenge of portraying clear and replicable images in a constrained environment." A brief history of pixelfonts.
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"Obama's FCC transition co-chair is a WoW player, and has played in two different endgame guilds, including Joi Ito's famous We Know guild." This is exactly the kind of thing I was banging on about at Gamecity. Presentation online soon!
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"We're still going through the stats, but at the time of writing there were almost 170,000 messages on the Strictly [Come Dancing] board." Holy hell. Poor moderators. (And: for such an uninteresting story, as well!)
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"If the Barack Obama presidency fails to unite us as a country, I'm going to hold out for a fast-zombie apocalypse." Iroquois on co-op, and the way Left 4 Dead sees online co-op – and the bad behaviour of players online – as design problems to solve, rather than to ignore.
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"Who designs a character for gamers to never go near? Who spends the time to create the most terrifying creature imaginable, and doesn’t impose it on players? Well, clearly Valve. The temptation to have her be aggravated from great distances, to force her to attack when encountered, must have been there. But then she’d have lost her power. Her power comes from just sitting there. It’s that benign, ragged, vulnerable form. It’s the combination of singing and crying. Oh God, the singing *and* crying." John Walker examines the horror of Left 4 Dead's Witch. A little over-written perhaps, but he totally nails the fear the character instills, and the way you always notice her a split-second too late.
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Mitch just isn't inspired by user-generated content, no matter how charming a core game might be. The comments thread on this one is really good.
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"The next generation on from them – e.g. Jonathan Smith, Doug Church and of course Greg Costikyan (from whose classic essay on developing such a critical language the title of this post is lifted) are always eloquent, passionate and insightful speakers and spokespeople for their medium. Unlike Molyneux." Not too annoyed I missed this, given Matt's comments.
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"…the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona. Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them."
It’s taken a long while to put together, mainly because I wanted to write up my very sketch notes into something approximating what I said, and also because I wanted to experiment with a more representative way of publishing presentations online.
Anyhow, I’m very pleased to share Playing Together: What Games Can Learn From Social Software with you.
It went down pretty well at both NLGD and Develop, and I really enjoyed some of the thinking that went into it. I’m working out what to do about that, obviously, but in the meantime, I thought it deserved a wider audience. Do enjoy, and I’d love to hear your feedback on it.