infovore + exploration   13

in the simulator | the m john harrison blog
"If you want to know about the inevitable end-state of the Tarkovsky/Strugatsky zone, you should look at the development of the Alps (& now the Himalaya). What was a nightmare is controlled into a form of play by skill, technique and equipment. What used to kill you is now so well understood that you can enjoy it. Or, to put it another way: what used to kill explorers first begins to kill only experts who push their skillset too hard then winds up only killing the tourist the experts usher up the mountain for money–and even then only often enough to keep up the activity’s reputation."
mjohnharrison  zone  zona  tarkovsky  exploration 
november 2014 by infovore
Tangle: a JavaScript library for reactive documents
OK, this is great: Bret Victor's library for exploring interactive documents. Tidy - thanks to its use of data-attributes - but super-clear. Really nice to have a web-based library, too, and one focused on text. Now thinking about this conceit again.
data  interactive  bretvictor  javascript  exploration  spelunking 
october 2014 by infovore
stamen design | Two Talks in Austin
Both of these are great, and express some of what I've been trying to say in recent talks far better than I've expressed myself.
stamen  georgeoates  design  datavisualisation  materials  exploration  process 
october 2013 by infovore
On Performance « SB129
"One of the most important things I learnt throughout the process was that through ‘performing’ ideas – including getting members of the audience involved – it was evident whether or not the experience/idea/design would be valuable, exciting or intriguing. During the presentations, you could instantly tell if the project was a success. In some ways this combines presentation with a form of fictional user testing, they were performing to know. Here, prototyping is taken to another level, where ideas are exposed to an audience, events are ‘acted out’ and success is evaluated. Performance as a prototyping medium." I like 'performing to know'
mattward  design  performance  prototyping  exploration 
august 2012 by infovore
Thoughts on Dear Esther | The Gameshelf
"So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.

You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" -- you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.
jmac  games  dearesther  if  interactivefiction  exploration  immersion  design 
may 2012 by infovore
Letters of Note: To: My widow
"I am anxious for you and the boy's future — make the boy interested in natural history if you can, it is better than games — they encourage it at some schools — I know you will keep him out in the open air — try and make him believe in a God, it is comforting. Oh my dear my dear what dreams I have had of his future and yet oh my girl I know you will face it stoically..." Whatever his flaws, this is a remarkable piece of writing; Scott's final letters to his wife, as his Anatarctic expedition reached its close. Very sad.
scott  exploration  antarctica  writing  letters 
november 2010 by infovore
Edward Makuka Nkoloso - Wikipedia, the free encyclopedia
"To train the astronauts, he set up a makeshift facility seven miles away from Lusaka, where the trainees, dressed in drab overalls with British army helmets, would then take turns to climb into a 44 gallon oil drum which would be rolled down a hill bouncing over rough ground; this, according to Nkoloso, would train the men in the feeling of weightlessness in both space travel and re-entry." Wow.
zambia  space  exploration  ambition 
august 2010 by infovore
ffffl*ckr
"Use [ffffl*ckr] to find the photography you like using the simple idea that people whose work you like, probably like stuff you'll like. You start with a set of pictures - if you authenticate, it'll use 20 of your last 100 favorites - otherwise it'll start with somebody's favorites. Click any picture to load more. Don't like what that person likes? Scroll back and click a different picture you like. It's that simple."
flickr  interface  photography  exploration 
january 2010 by infovore
Rock, Paper, Shotgun: The Force is The Method » Fuel: Around The World In Eight Hours
"I was, instead, going to see what it would take to drive around the world in a single sitting. It would have to be a single sitting because, without unlocking the game, I could not easily return to where I had driven to, or save my location. I was going to drive without the safety-net of a saved game, or even a checkpoint." Jim takes a tour of a properly big open-world; Fuel's not a game I'm very interested in for its mechanics, but the world always seemed interesting, and it's nice to have that confirmed.
games  fuel  openworld  narrative  jimrossignol  writing  exploration 
june 2009 by infovore
Cruise Elroy » The game that was a book
"As I tried to unravel Braid’s interstitial text I realized that solving the puzzles and understanding the text required very similar approaches. Their concealed machinations and thematic ambiguities are teased out using the same mental processes, and are part of the same overarching search for meaning. In a way, I was “reading” everything in the game. It’s not the unification of narrative and gameplay that we’ve come to expect, but it’s a refreshing and effective one." Dan Bruno has an interesting perspective on Braid; not sure I agree with it entirely, but the feelings he describes are certainly familiar.
games  braid  literature  writing  criticism  exploration  comprehension 
april 2009 by infovore
ZAPM
"Zapm is a science fiction roguelike game by Cyrus Dolph. It's my humble attempt to create "the sci-fi Nethack". It is very much a work in progress."
roguelike  games  exploration  terminal 
december 2008 by infovore
Dubious Quality: Rocket Man
"That's how I got here. How long will it be before someone builds a raft and sets sail in space? Bill Gates has over fifty billion dollars. What if Richard Garriott had fifty billion dollars? If he wanted to, would that be enough money to build a rocket to get him into space, and a self-sustaining environment in which he could live? Would he want to sail away and never come back? ... No matter what happened in our future, [whoever built that raft] would forever be the first. A thousand years from now, people would remember his name." Bill Harris is awesome.
space  travel  kontiki  exploration  lonliness 
december 2008 by infovore
Our Man In Northrend | Rock, Paper, Shotgun
"A magnificent, huge orca-like beast, swimming calmly through the vast ocean beneath my smoke-belching craft. She was a beauty. And she instantly became my Moby Dick. “I’m coming back for you”, I thought. Big Shirl is a reason to reach level 80. I have no doubt the grind will get to me before too long, or that the thought of repeatedly running the same dungeons or battlegrounds come level 80 will turn me off all over again... In these early days though, before everyone in it knows everything, it’s an explorer’s paradise. That’s why I play MMOs." A nice, thoughtful article from a first look at WotLK from Alec Meer
wow  wotlk  lichking  expansion  mmo  mmorpg  writing  exploration 
november 2008 by infovore

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