• "But I think to succeed eReaders need to meet the needs, not just of the direct user, but of those around them, the friends and family who may not welcome their loved one’s absorption in this exciting new media. They are the “next largest context” within which the new device must win acceptance… The first question [with a digital device] is no longer “what are you reading?” It’s “what are you doing?” – a question that somehow already carries a hint of reproach."
  • Beautiful: capturing graffiti with an ultra-basic setup (torch sellotaped to pen and webcam), and then translating that into vector geometry that can be stored as an XML dialect. I like how simple and open it is, and the fact that Graffiti Markup Language is designed to be used in the field (even if it can't be yet).
  • "In one sense, Up Against the Wall, Motherfucker! is a truly exotic bit of esoterica — a game on the Columbia riots, printed back in 1969 in the pages of the Columbia Daily Spectator, and designed by James F. Dunnigan, one of the finest and most prolific designers of board wargames… In Up Against the Wall, Motherfucker! you play either as Columbia University's administration, or as the radicals who have seized control of Fayerweather Hall. You are attempting to influence the opinions of various stakeholders in the university — students of different sorts, the alumni, and so on. Random event cards influence play. Ultimately, the side that gains the greatest sympathy on the part of university stakeholders wins."
  • "Zoom in on that spot there." Blade Runner has a lot to answer for; notably, this.
  • "Everyone seems to be compiling lists of the best games of the decade, so here, with minimal special pleading or argumentation, is mine." Steven Poole's list is good, though two entries for the MGS series is one too many, IMHO. I'd swap one of them for something Harmonix-flavoured.
  • "This is a list of old game releases. These games were priced at nearly $50 a year ago, now probably a lot less. Why buy a new game when there are plenty of fun games out there worth renting or buying for less?" Games released twelve months ago this week, by Andre Torrez. He's right, you know – games don't have to be about nowness all the time.
  • "It’s pretty difficult to talk about what you’ve got wrong. When you’ve been working on something like School of Everything very intensely for two years you can’t really blame the mistakes on anybody else. But the truth is that we need to rethink because we haven’t managed to make the idea financially sustainable yet." And so they're doing out loud. It's a big move; I hope it works out OK for them, because they're definitely Good People.
  • "In the desert 100 miles northeast of Los Angeles is a suburb abandoned in advance of itself—the unfinished extension of a place called California City. Visible from above now are a series of badly paved streets carved into the dust and gravel, like some peculiarly American response to the Nazca Lines (or even the labyrinth at Chartres cathedral). The uninhabited street plan has become an abstract geoglyph—unintentional land art visible from airplanes—not a thriving community at all."
  • "On the contrary, the quick wins of some big ticket consulting sessions sell our discipline short by pretending that design is some magical elixir that can be poured into a situation and zammo everything is fixed up. Like accounting, medicine, and just about every other profession, design is a practice which is persistently useful at regular intervals. If anything, during this transitional period where business and government are slowly coming to terms with the potential yield of having design as an integral part of the conversation it behooves us to collectively seek longer engagements, not shorter." Some excellent stuff from Bryan Boyer.
  • "As a real-life pro skater, you might spend three hours out of every day practicing. Three hours trying new tricks, screwing up and the ground abruptly slipping out from under you. Imagine living your life in that fog of frustration, embarrassment, adrenaline and pride. Now let's imagine you got really sick, swallowed, like, nine Paracetamols and passed out in bed. THPS2 is what you'd dream." Quinns goes misty-eyed over THPS2, and he is right to do so. It was wonderful.
  • "It’s pretty common to want SQL queries against a particular table to always be sorted the same way, and is one of the reasons why I added the ordered scope to the utility scopes gem… Well now you can specify default ordering, and other scopes, in edge rails directly in your ActiveRecord model." Hurrah!
  • "With the recent addition of dynamic scopes, however, you now have a way to both quickly specify query logic and chain further conditions. The naming works in the same manner as dynamic finders and the chaining works in the same fashion as conventional named scopes." Ooh. New in Rails 2.3, and passed me by a little.
  • Really rather good series of tutorials on the FCE4 basics.
  • "So here's my theory: WoW doesn't resemble a film. It resembles, rather, a medieval cathedral. And a magnificent one: it is the Chartres of the video-game world. Like a cathedral, it is a supreme work of art that is, on a brick-by-brick basis, the creation of hundreds of artisans and craftsmen, many of whom will be long gone by the time it comes to completion; indeed, since WoW is in a state of permanent expansion, it may not ever be "complete". All those programmers are the modern-day equivalent of stonemasons, foundation-diggers and structural engineers."
  • "This December, the Eisner-winning artists behind such acclaimed projects as "Sugar Shock," "Umbrella Academy," and "BPRD: 1947" will present "Daytripper," their first original title from DC Comics' Vertigo imprint… The comic, which jumps around moments in the life of Brazilian aspiring novelist and newspaper obituary writer Brás de Oliva Domingos, will follow the main character as he explores and evaluates his own existence and attempts to discover the answer behind the mystery of the meaning of life itself." Oh. This sounds good!
  • "Having produced these visualisations, I now find myself mapping imaginary shapes to the radio enabled objects around me. I see the yellow Oyster readers with plumes of LED fluoro-green fungal blossoms hanging over them – and my Oyster card jumping between them, like a digital bee cross-pollenating with data as I travel the city." More wonderful stuff – both in terms of imagery and writing – from the BERG/Touch collaboration.
  • "Earlier this week, 1.5 million people filled the streets of Berlin, Germany to watch a several-day performance by France's Royal de Luxe street theatre company titled "The Berlin Reunion". Part of the celebrations of the 20th anniversary of the fall of the Berlin Wall, the Reunion show featured two massive marionettes, the Big Giant, a deep-sea diver, and his niece, the Little Giantess. The storyline of the performance has the two separated by a wall, thrown up by "land and sea monsters". The Big Giant has just returned from a long and difficult – but successful – expedition to destroy the wall, and now the two are walking the streets of Berlin, seeking each other after many years apart. I'll let the photos below tell the rest of the story." Royal de Luxe are the same group who did "The Sultan's Elephant". Thought: it's all a bit Bioshock, isn't it?
  • The future of image processing and 3D graphics is awesome, bonkers, sort-of relevant and full of bunnies. Worth a watch.
  • "The film Nearness explores interacting without touching. With RFID it’s proximity that matters, and actual contact isn’t necessary. Much of Timo’s work in the Touch project addresses the fictions and speculations in the technology. Here we play with the problems of invisibility and the magic of being close." God, I work with brilliant people.

Dot Game Heroes

15 September 2009

From Software’s forthcoming 3D Dot Game Heroes. Isn’t that just beautiful?