infovore + writing   317

Let’s fly — The Message — Medium
"Arrive early. Arrive early? Sounds simple. It is — let me show you.

Arrive so early that a friend will text you, What R U sixty years old? No, you’re not sixty, you’re much older, because the wisdom of the early arrival seems to have eluded even most sixty-year-old travelers."
writing  travel  flying  craigmod 
7 days ago by infovore
Ebooks for all — The Message — Medium
Really strong piece by Craig Mod on Worldreader and their achievements, focusing on a school in Ghana.
ebooks  publishing  literature  craigmod  writing  africa  ereaders 
5 weeks ago by infovore
Arcfinity - We're reading BARRICADE by Jon Wallace
"There’s a general principle of book reviewing, set out originally by, I believe, Cyril Connolly. He advised reviewers that they should write for the reader when reviewing a book they like, but if they dislike it they should address the author instead. This creates a distinction between a public recommendation, which pleases the author and possibly makes readers interested, and a more personal discourse intended for the author, but which is likely to be discouraging and disappointing... Well then, Mr Wallace, what are we to say to each other in this semi-public place?" Oh boy. Christopher Priest really hated this book (and his argument seems reasonable, to be honest.)
sf  writing  criticism  christopherpriest 
6 weeks ago by infovore
what I am like in real life | the m john harrison blog
"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)
mjohnharrison  writing 
6 weeks ago by infovore
how to be a blackbird
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.
games  twine  hollygramazio  writing  poetry  cities 
11 weeks ago by infovore
Learning From Legos - NYTimes.com
"When my brother and I wanted a new toy, we cannibalized whatever we’d made before, which had been made of all the things we’d ever made before that. So of all those years of guns and starships, I have only that Wrightian feeling for form in the fingertips — and the sound, somewhere between rustling and clinking, of a thousand plastic pieces tumbling from an overturned bucket into a disorderly pile, rippling away from a seeking hand." As Paul M pointed out, that sound is very, very visceral for many of us. This is a lovely article about what Lego does to the head.
lego  design  making  writing 
march 2014 by infovore
NICHOLAS ROYLE ON FIRST NOVEL AND THE FAILURE TO ACQUIRE A HERMAN MILLER CHAIR | Michael Stewart
"First Novel is not the first novel by Nicholas Royle. First Novel is the seventh novel by Nicholas Royle. The protagonist is a novelist called Paul Kinder who teaches Creative Writing in Manchester. Nicholas Royle is a novelist who teaches Creative Writing in Manchester. Paul Kinder is fascinated by first novels. Nicholas Royle is fascinated by first novels. Paul Kinder is friends with novelist and short story writer, Elizabeth Baines. Nicholas Royle is friends with novelist and short story writer, Elizabeth Baines. Paul Kinder has a fascination with the uncanny. Nicholas Royle has a fascination with the uncanny. In other words, First Novel is very much in danger of disappearing up its own arsehole." I greatly enjoyed First Novel - I'm somewhat a fan of Royle's work - and this is a nice interview, especially his comments on the various overlaps with reality.
writing  fiction  nicholasroyle  reality 
february 2014 by infovore
Inside Monopoly's secret war against the Third Reich • Articles • Board Game • Eurogamer.net
"Houdini received this sort of letter every day, but Clayton Hutton's was different. Clayton Hutton was different. By accepting his challenge - by promising Clayton Hutton the considerable sum of £100 if the packing case in question defeated him - Houdini set in motion a strange chain of events that would, in a wonderfully mad and circuitous manner, impact the course of a vast global conflict that was at the time still 26 years away." Somebody please commission Christian to write a book? Soon? Thanks! (This is great).
monopoly  ww2  history  christiandonlan  games  writing 
january 2014 by infovore
A breakdown of 2013's most fascinating video game moment | Polygon
"In another view, the "true Spelunky" is the live-streamed experience, both for broadcaster and spectator. Spelunky - as a concept, as an experience, as an entity — isn't just the game binary that you download onto your computer. It's also the Twitter banter about the game; it's the daily slog to get better at the game, slowly but surely, death after death; it's the communal effort to uncover new exploits and weird secrets; it's something that's equally "ours" as it is Mossmouth's. Spelunky, like any sport or game that matters — I mean really matters — is inseparable from the culture around it." Doug Wilson's analysis of Bananasaurus Rex's Solo Eggplant Run makes a great late contender for games writing of the year. It's precise, expert, and yet exciting, all at once; it demystifies and celebrates all at once. Great stuff.
spelunky  dougwilson  difficult  streaming  sharing  games  writing  feedbackloops 
december 2013 by infovore
Letters From Schwarzville: What it feels like to write a picture book story
"Think of it as theatre. Picture books are a lot like theatre, 32 pages of performance to help parents entertain, educate, encourage an audience of one - over and over again. Thousands of copies, each one a paper theatre. You provide the script, the sets, the costume, the stage tricks." Yes, that.
stories  writing  reading  readingaloud 
november 2013 by infovore
▶ Dan Abnett: "Ka-Boom! (And Other Made-Up Words)" - YouTube
Dan Abnett talks about writing. A lot of his writing is formulaic and genre-based, but he's really eloquent about the craft of writing to spec, and the simplicity of getting to know your medium. Really enjoyable talk about craft that percolates nicely.
writing  comics  genre  danabnett 
november 2013 by infovore
Lookspring » Mind games
"I like co-op games where the other player gets a beer, not a second controller, but can still be utterly pivotal to the outcome of a game." Yes, that, and indeed, all of this lovely post from Margaret. I should return to FTL - I played a lot of it last year, and loved it, even if it mainly was a game about seeing how quickly somebody would asphyxiate when the Oxygen Machine blew up. Again. Sigh.
ftl  games  writing  margaretrobertson 
november 2013 by infovore
M John Harrison interviewed - infinity plus non-fiction
Rather good interview with MJH; covers lots of bases, carried out just before Light was published.
writing  interview  mjohnharrison  sf  fantasy  fiction 
october 2013 by infovore
The Kefahuchi Tract trilogy: A future without nostalgia
John Gray on M John Harrison - not just the Kefahuchi Tract trilogy, but also Viriconium and Climbers.
writing  sf  mjohnharrison  johngray 
october 2013 by infovore
IF Comp 2013 Roundup | Emily Short's Interactive Storytelling
"...I feel like five or ten years ago we had a common critical vocabulary robust enough to talk about what is going on in low-agency, linear, or hypertext games, but that the community has shifted enough not to be using that vocabulary now that there are lots of such games to talk about." Emily Short's roundup of the 2013 IF Comp. Really good notes on the state of the modern competition; also good notes on the nature of interactivity. Worth your time.
emilyshort  interactivefiction  writing  games  if 
october 2013 by infovore
TED talks are lying to you - Salon.com
"Had our correspondent developed the gift of foresight? No. He really had heard these stories before. Spend a few moments on Google and you will find that the tale of how Procter & Gamble developed the Swiffer is a staple of marketing literature. Bob Dylan is endlessly cited in discussions of innovation, and you can read about the struggles surrounding the release of “Like a Rolling Stone” in textbooks like “The Fundamentals of Marketing” (2007). As for 3M, the decades-long standing ovation for the company’s creativity can be traced all the way back to “In Search of Excellence” (1982), one of the most influential business books of all time. In fact, 3M’s accidental invention of the Post-it note is such a business-school chestnut that the ignorance of those who don’t know the tale is a joke in the 1997 movie “Romy and Michele’s High School Reunion.”" This is a brilliant article on the literature - and culture - of talking about 'creativity'.
creativity  business  popularscience  writing  confirmationbias 
october 2013 by infovore
the way back home | the m john harrison blog
"Why doesn’t popular fiction encourage writers as entertainingly skilful as this? Because we do not value the skillset itself, only the story it mediates. We long ago separated the skillset out and donated it to literary fiction. Danny MacAskill doesn’t tell a story. He just is. Indeed, by the look of it, he just is the skillset. As a result I cry every time I watch him perform, because the performance is so much more intense than anything I’ve ever made." Great writing, by a great writer, about a great performer. Perfect.
dannymacaskill  trials  bikes  cycling  mjohnharrison  writing  fiction 
october 2013 by infovore
Wot I Think: Castles In The Sky | Rock, Paper, Shotgun
"Castles In The Sky is a tiny window into a delightful bedtime story. I imagine parents reading it aloud to their children as the child is fascinated by the huge bounds the boy makes through clouds. Very little happens but kites and planes go by; the music gently ebbs into your mind and as the story ends you feel peaceful and contented. It has thawed me a little, from a week of thinking only about GTA V and how serious life must be all the time. It has made me think about how five year old me used to listen to stories in our community library crosslegged and have to shut up, at least for a little while." This is a glorious piece of writing from Cara. And: a reminder that the thing I've always known is that being read to - and reading aloud to others - is so often a complete delight.
writing  games  caraellison  readingaloud 
october 2013 by infovore
My life as a Pokémon trafficker • Articles • Eurogamer.net
"I was no boy naturalist, unlike Pokémon creator Satoshi Tajiri - whose collecting habits earned him the nickname Dr Bug among friends. And yet I vividly remember catching my first tadpole in a Golden Wonder crisp packet, then cradling this sloppy pouch all the way home to a sluiced-out jam jar. When you know Tajiri wanted to make a game to communicate his joy in catching insects as a boy, and look at Pokémon, it is impossible not to feel how powerfully he succeeded." A really lovely piece of games writing, about breeding and trafficking Pokémon as an adult - but, secretly, about the appeal of the series to players of all ages.
pokemon  games  writing  surprise  charm  gottacatchemall 
october 2013 by infovore
a few rules of breathing | the m john harrison blog
"The compass knows the map, son, it knows when the map is near. Let the compass direct you to the map but whatever else you do in this stained forsaken world keep them apart. Else there won’t be sufficient salt water in the oceans to quench the soles of yr burning heart."
mjohnharrison  writing 
september 2013 by infovore
Frank Chimero × Blog × The Inferno of Independence
This is a great piece of writing from Frank Chimero, if only because the thing it emphasises is not a brutal the-work-above-all-else approach, but a gentle talk on the same idea. And the thing I'm slowly shifting towards in the manner of my work (if not always the practice of it) is a particular kind of quiet gentleness: be kind; work hard; keep going. Gentle is underrated, and gentle is not the same as easy or soft-touch. It has value for all involved. Also: I loved the point where he wrote "you have to earn those words". Yes.
writing  culture  technology  creativity  independence  frankchimero  gentleness 
september 2013 by infovore
Twitch-based: Exploring the Salty Bet phenomenon • Articles • Eurogamer.net
Yet another entry in the weird, wonderful world of "why I like fighting games and their community". The vast amount of jargon that the streams lead to is weird, hilarious, and entirely befuddling for an outsider. McCormick's article is nice because it captures the excitement of the weird end of the community, and explains it to an outsider well.
mugen  saltybet  twitch  fgc  fightinggames  games  writing  journalism  jargon 
september 2013 by infovore
Paris Review - The Art of Fiction No. 211, William Gibson
"Coming up with a word like neuromancer is something that would earn you a really fine vacation if you worked in an ad agency. It was a kind of booby-trapped portmanteau that contained considerable potential for cognitive dissonance, that pleasurable buzz of feeling slightly unsettled." There is so, so much in this interview, that quoting it feels somewhat futile. It's a really lovely thing piece, that goes far beyond cyberpunk, and delves deep into Gibson's writing and history. There are at least five meaty quotes I wanted to yank; it's worth reading and rereading.
williamgibson  writing  literature  interview  sf 
july 2013 by infovore
street etiquette | the m john harrison blog
Its fragments like this that make it easy to explain why I love Harrison's writing.
mjohnharrison  writing  fragments  culture  society 
july 2013 by infovore
Not a geek - Matt Gemmell
"I remember a Christmas as a boy where I was given both a bicycle and a copy of The Hobbit, and strict instructions to make immediate progress with both. [My dad and I] continue to find it very easy to choose birthday gifts for each other." Mainly linked just for this paragraph.
books  parenting  learning  writing 
july 2013 by infovore
James Somers – Web developer money
"A lot of the stuff going on just isn’t very ambitious. ‘The thing about the advertising model is that it gets people thinking small, lean,’ wrote Alexis Madrigal in an essay about start-ups in The Atlantic last year. ‘Get four college kids in a room, fuel them with pizza, and see what thing they can crank out that their friends might like. Yay! Great! But you know what? They keep tossing out products that look pretty much like what you’d get if you took a homogenous group of young guys in any other endeavour: Cheap, fun, and about as worldchanging as creating a new variation on beer pong.’" Still thinking on this article a bit. It touches on lots of things I have issues with - the startup scene, and in particular the US startup scene, and the usefulness of what it makes; wrestling with the idea that making IS value, something I do a lot; having watched recent Bret Victor videos, what something meaningful would work like. But also: it reminds me why I've chosen some of the work I have recently, that values are something you reassess and fight for, that value isn't just curing cancer or better pill bottles, but also charm and joy and wit and provocation and art. (It's probably not another niche dating service).
employment  culture  programming  writing  startups  values 
june 2013 by infovore
a necessary stage | the m john harrison blog
"As I understand it, B says, the cliche “writer’s block” actually describes the inability to write anything at all. If you have a problem with a plot, she says, you’re not blocked, you are in fact writing; because the maddeningly slow solution of difficult problems in the context of specific pieces of work is part of the process of writing. In B’s opinion, you aren’t blocked in the cliche sense unless you’ve written nothing for several years and can be played by Mickey Rourke." Yes, that.
writersblock  writing  process  mjohnharrison 
june 2013 by infovore
McSweeney’s Internet Tendency: The Start-Up Ride Stops Here.
"All Macs will be replaced with PCs, because this is a business, not a summer camp. If Russell Crowe can play Javert, you can use MS Expression to mock up your wireframes."
startups  mcsweenys  writing  tumblr  tech  satire 
may 2013 by infovore
climbers: the journal | the m john harrison blog
"Though I lost the original notebooks, I still have the journal. It stood in a complex relationship with, and served as a feeder for, the actual writing of Climbers, which went on concurrently elsewhere; also as a record of one of happiest and most productive times of my life. The pages were carefully numbered. The photographs, especially polaroids, have become faint and dark-looking at the same time, tinged with purples and greens not present in the lived scene." Beautiful documentation of work in progress.
books  climbers  mjohnharrison  process  writing 
april 2013 by infovore
National Novel Writing Month
"It’s not always about writing more words or drinking more coffee. Sometimes getting to the end of a novel simply takes remembering that the world is more complicated than we know, and then sticking some of those complications into the story." Applies to lots of things.
writing  tips  complexity 
april 2013 by infovore
Real As Hell: A Conversation With George Saunders | The Awl
"In class I do this drawing of this big mountain, that I call Hemingway Mountain. And talk about how, early in my writing life, I just wanted to be up there near the top. And then I realized: Shit, even if I made it to the top, I'd still be a Hemingway Imitator. So then you trudge back down—and look, there's Kerouac Mountain! Hooray. And then it's rinse, lather, and repeat—until the day comes when you've completely burned yourself out on that, and you see this little dung heap with your name on it, and go: Oh, all right, I'll take that—better to be minor and myself. So that is painful. Especially at first. But it's also spiritual, in a sense—it's honest, you know. It’s a good thing to say: Let's look at the world as it is, as opposed to the way I'd like it to be. Let's see how the world seems to me—as opposed to the way it seems to me, filtered through the voice of Hemingway (or Faulkner, or Toni Morrison, or Bukowski—whoever)." This whole interview is great, but as a creator, I liked thinking about this.
fiction  georgesaunders  writing  authorship  voice 
april 2013 by infovore
No to NoUI – Timo Arnall
I won't do Timo a disservice by quoting one fragment of this essay; it's one of those lovely pieces of writing where not a word is wasted, where it all builds an argument, and you should just read the whole thing. Lots of topics I've been touching on in recent years, in part because of my time at Berg, and the designers who are my friends and peers. This is what needs to be beaten into the world, a little; the way to beat it in is to build it in, through our work and products. I should work on that more.
design  timoarnall  writing  ui  materials  readability  evidence 
march 2013 by infovore
The Aleph: Infinite Wonder / Infinite Pity
"I wanted to present a version of what The Aleph might look like now, designed as an endless stream of descriptive passages pulled from the web. For source texts, I took the complete Project Gutenberg as well as current tweets. I searched for the phrase "I saw.""
generative  text  writing  fiction  aleph  bots 
march 2013 by infovore
what you won’t know
"The problem of writing is always the problem of who you were, always the problem of who to be next. It is a game of catch-up, of understanding that what you’re failing to write could only be written by who you used to be. Who you are now should be writing something else: what, you won’t know until you try."
writing  mjohnharrison 
january 2013 by infovore
Press X Not to Die - Kill Screen
"We were jealous of the younger kids in the one-to-one ward, because they had a PlayStation. It didn’t have the best games, but it had Micro Machines and Tomb Raider and it was better than what we had." I'd rather not quote anything other than the first line of this; you should just read it. A beautiful, haunting piece of writing from Mary Hamilton, about the things games can sometimes save us from (and sometimes can't). The kind of honesty you can't look away from, which is so hard to capture in writing, but which is here. Striking. (Trigger warning for self-harm).
maryhamilton  games  writing 
december 2012 by infovore
It's always been true (Phil Gyford’s website)
"When we complain about Shoreditch changing, about it being too expensive to stay here any longer, we are echoing the complaints and weary jokes of all the combat-trousered webmasters and the cocky conceptual artists and the serious synth-poppers and the upholsterers and tailors and printers and showmen who have been here before us."
shoreditch  london  history  change  writing  philgyford 
december 2012 by infovore
Night and the City • Articles • Xbox 360 • Eurogamer.net
"We drove about for another hour or two after that, and by this point dad was hooked. Not hooked on L.A. Noire's narrative, perhaps, or caught up in the complex chains of missions, but hooked on the city, on the fascinating, insightful job that Rockstar had done in stitching the past together. Even though I can't actually drive, and the car we were in wasn't a real car anyway, I had a strong sense that I was in the front seat, turning the wheel beneath my hands, and he was riding low in the back, face pressed to the glass. Role reversal. It happens to all fathers and sons eventually, I guess. Why shouldn't it happen because of games?" Chris Donlan takes his Dad - who grew up in late-40s/early-50s LA - on a tour of LA Noire's Los Angeles, and what happens is a remarkable piece of virtual psychogeography. Perhaps my favourite piece of games writing this year.
games  christiandonlan  la  history  psychogeography  parents  writing  eurogamer 
october 2012 by infovore
The XCOM: Enemy Unknown review that took 18 years to write | Quarter to Three
1994 Tom Chick and I have a lot in common - a love of submarine sims and slightly over-technical flight simulators. And X-Com. (Well, UFO, really). A lovely piece of writing about what game design in 2012 looks like (amongst other things) compared to our youth.
games  writing  tomchick  xcom  ufo  youth 
october 2012 by infovore
russell davies: coming top at culture
"Millions and millions and millions of people also love Gregory's Girl and OMD and Brookside and Underworld and Evelyn Glennie and the shipping forecast and that is deeply joyous and important." Yep, that.
olympics  culture  society  writing  russelldavies 
july 2012 by infovore
Tom Bissell reviews Spec Ops: The Line and explores the reasons why we play shooter games. - Grantland
"Not all shooter violence is violent per se. As the game critic Erik Kain notes, "killing people in video games is actually just solving moving puzzles." Which is a true, smart, and helpful way to think about video-game violence. However, most puzzles don't bleed or scream. Why do gamers want their puzzles to bleed and scream? And why on earth do they — do we — also want our bleeding, screaming puzzles to be embedded within a nuanced story?" This is subtle, nuanced writing about an oft-repeated topic; the subtlety is what makes this good. Also, his list of "shooters that handle violence well" is pretty much the same as mine - Metro 2033 was one of the most striking games I played this year.
tombissell  games  writing  shooters  violence  fps 
july 2012 by infovore
McSweeney’s Internet Tendency: Eeyore Gets a Marketing Boost Through Synergetic Merchandising Cross-Promotion.
"It was a sunny, tunny spring day in the Hundred Acre Wood, and Pooh and Piglet were walking along the trail, looking for something. They had forgotten what they were looking for, but decided to keep looking anyway, in case it was there. As they debated whether it was or wasn’t or could be, they came across Eeyore, who was kicking his iPhone with his hoof." Some magic from McSweeny's.
marketing  branding  pastiche  winniethepooh  writing  mcsweeneys 
june 2012 by infovore
10 Timeframes | Contents Magazine
Paul Ford is always a joy, but this is a particular joy. To be savoured, and to let filter through you. There are lots of pithy quotations, but what sticks is what lies between the lines.
paulford  writing  speech  design  time  measurement  quantification  culture 
june 2012 by infovore
Paul Gravett | Article Detail
"Over the past few months I have been collaborating with her to curate her first ever career-spanning exhibition. Retrospective Posy Simmonds: Essentially English opens on June 12th at the beautiful Art Nouveau, Victor Horta-designed Belgian Comic Strip Centre in Brussels and continues until November 25th 2012. I’ll be adding photos from the exhibition shortly, but below are the texts I have written for the explanatory graphic panels." Paul Gravett on Posy Simmonds - some great sketches in here and details of early work.
posysimmonds  paulgravett  comics  cartoons  illustration  writing 
june 2012 by infovore
fragmince: The Mechanics and Meaning of That Ol’... - Fresser.
"Have thought about this a lot. The SYN/ACK of an acoustic coupler is like a tattoo that got written on the inside of my head, sometime in the 80s. For me the greatest transition over these 20 years hasn’t been to broadband connectivity, but to persistent connectivity, without that little handshake to say hello, are you with me?"
synack  modems  connectivity  kevinslavin  writing  history 
june 2012 by infovore
Stet by Me: Thoughts on Editing Fiction · Meanjin
"In publishing we now talk about immersive narrative, mainly because we are tense about the future of books. People who love reading are in it for exactly that: to soak themselves in story. To forget whenever possible that there even is a story outside the book, particularly the bubble-busting story of how the book was made. As a reader, I cling to the sense that this all but transcendent experience comes directly to me from one individual imagination. The feeling I have when reading fiction—of a single mind feeding me experience and sensation—is seldom articulated but incredibly powerful. As a reader, I don’t want fiction to be a group project." But, as the article points out, the role of the editor(s) means it always is. A lovely article about books, publishing and fiction.
editing  books  publishing  fiction  writing 
may 2012 by infovore
The dreadful luminosity of everything | booktwo.org
"I think that the physical and the digital are inseparable in culture in the same way that waves and particles are inseparable in light." This is great, and reminds me how Berger-esque some of James' art-writing is getting.
art  light  network  physical  digital  jamesbridle  writing  stml 
may 2012 by infovore
It’s The New Thing! | FreakyTrigger
"So here are some social media and music articles you could go away and write yourselves: I’ve even included example sentences to get you started." Social media is like All The Things.
socialmedia  tomewing  comparison  writing  funny 
may 2012 by infovore
Hard Copy, pt. 1 – Quinns
"The point is that this is lossless game design. There is no shark pit. When you buy a board game, what you take home and play is the original concept precisely as it was in the designer’s head. That’s the mecca for video games. For board games, it’s the norm."
boardgames  design  quintinsmith  writing 
april 2012 by infovore
McSweeney’s Internet Tendency: The Only Thing That Can Stop This Asteroid is Your Liberal Arts Degree.
"I don’t need some pencilneck with four Ph.D’s, one-thousand hours of simulator time, and the ability to operate a robot crane in low-Earth orbit. I need someone with four years of broad-but-humanities-focused studies, three subsequent years in temp jobs, and the ability to reason across multiple areas of study. I need someone who can read The Bell Jar and make strong observations about its representations of mental health and the repression of women. Sure, you’ve never even flown a plane before, but with only ten days until the asteroid hits, there’s no one better to nuke an asteroid."
humanities  mcsweeneys  humour  writing 
april 2012 by infovore
Jenova Chen: Journeyman • Articles • Eurogamer.net
"So what happened when you removed collision detection?" "Players started looking for other ways to get more feedback. Helping each other yielded the most feedback so they began to do that instead. It was fascinating." A lovely interview - and great piece of writing fro Simon - with Jenova Chen. The parts on how players regress is particularly interesting, as is Chen's ambition to be _different_ rather than just 'artistic'. I particularly enjoyed the anecdote about collision detection, hence quoting it.
journey  thatgamecompany  games  simonparkin  writing  interview  jenovachen  play  childishness 
april 2012 by infovore
Letters of Note: Nothing good gets away
"There are several kinds of love. One is a selfish, mean, grasping, egotistical thing which uses love for self-importance. This is the ugly and crippling kind. The other is an outpouring of everything good in you—of kindness and consideration and respect—not only the social respect of manners but the greater respect which is recognition of another person as unique and valuable. The first kind can make you sick and small and weak but the second can release in you strength, and courage and goodness and even wisdom you didn’t know you had." John Steinbeck is wise, and a good father.
johnsteinbeck  writing  love  advice  parent 
february 2012 by infovore
Dave Hickey - The Heresy of Zone Defence [pdf]
"Kareem, after the game, remarked that he would pay to see Doctor J make that play against someone else. Kareem's remark clouds the issue, however, because the play was as much his as it was Erving's, since it was Kareem's perfect defense that made Erving's instantaneous, pluperfect response to it both necessary and possible—thus the joy, because everyone behaved perfectly, eloquently, with mutual respect, and something magic happened—thus the joy, at the triumph of civil society in an act that was clearly the product of talent and will accommodating itself to liberating rules." This is phenomenal writing.
writing  play  sport  games  basketball  davehickey  juliuserving 
february 2012 by infovore
Hookshot Inc. | Writing about the games that arrive via SPACE.
Parkin / Donlan / Porter / Stuart start a blog about sub-$15 downloadable games. This is going to be good.
friends  games  writing  downloadable 
february 2012 by infovore
Lucy Prebble: 'Gaming is an artform just like theatre' | Technology | The Observer
"...a whole art form has developed in my lifetime. I remember for the first time reading: "Happy families are all alike; every unhappy family is unhappy in its own way." I remember the first time I heard: "I believe in America. America has made my fortune." And I remember standing in an open field, west of a white house, with a boarded front door. There is a small mailbox here." This is quite baggy and in places unfocused, but every now and then, there are moments of sharp focus. Most notably: the relation of the impulse to write to the impulse to play games (an escapist impulse in Prebble's mind, but that's not a bad one), and the understanding that 'culture is culture'.
games  culture  writing 
february 2012 by infovore
William Mayne (1928-2010): or what if the greatest* 20th-century children’s author were to present us with an intractable moral knot? | FreakyTrigger
"Mutual misunderstanding was not a new topic in fiction — or even in children’s fiction — but surely few explored it with Mayne’s insight, humour, gentle delicacy or subtlety: how children are not party to adult agendas, compromises, habits and assumptions; and of course vice versa, that in growing up adults have very often lost or set aside a valuable way of seeing the world. That there’s a thread of trust that marks the path everyone is treading, and that this thread is sometimes very fragile indeed. Can sympathetic intelligence and wisdom — wisdom precisely about such trust — sit alongside deep selfishness and a capacity to abuse? Well, yes, sometimes I think it can." Complex, thoughtful piece about William Mayne and difficult questions.
books  writing  children  williammayne  freakytrigger  morals  contradiction 
january 2012 by infovore
Insult Swordfighting: The loneliness of the support gunner -- Video Game Reviews and Rants
"My energy is flagging and he is disappearing over a rise. I wonder: Had he even known I was there? Had I imagined our moment of shared transcendence? And I wonder: Will no one take my ammo?" Battlefield is often like this, which is why it's frustrating, and why it's brilliant.
battlefield3  games  teamwork  mitchkrpata  writing 
january 2012 by infovore
Roy's Postcards
"It's 1981. Roy Richardson is a manager at a Los Angeles computer company. A devout Mormon, he has a two-year-old son, with two daughters yet to be born. He has a little over ten years to live.

I was that two-year-old and Roy was my father. I grew up without him, knowing the outlines of his life but not the details. In 2006, at my mother's house, I found three boxes of details." Leonard never fails to surprise and amaze. This is wonderful.
leonardr  postcards  family  history  writing  documentation 
january 2012 by infovore
Dirty 30s! - The Lester Dent Pulp Paper Master Fiction Plot
"This is a formula, a master plot, for any 6000 word pulp story. It has worked on adventure, detective, western and war-air. It tells exactly where to put everything. It shows definitely just what must happen in each successive thousand words.

No yarn of mine written to the formula has yet failed to sell." Lester Dent was the creator of Doc Savage, and wrote a LOT of pulp fiction.
lesterdent  pulp  fiction  storytelling  writing 
january 2012 by infovore
Astonishments, ten, in the history of version control < Francis is
"The (for now) final end product seems incredibly obvious. And popular.

Yet it took decades of iterative innovation, from some of the cleverest minds in the field, to make something so apparently simple yet powerful.

And every step was astonishing." This is great stuff from Francis.
scm  vcs  versioncontrol  history  programming  francisirving  writing 
december 2011 by infovore
Hard Times: For Our Times | booktwo.org
"...one of the things I learned in attempting to produce 50 interesting variants on the text is that it is very, very hard. Whatever is done to the text, it is virtually impossible to extinguish Dickens’ intention without extinguishing the whole work (as in the case of the copies which read simply “Fancy fancy fancy fancy…” or “Facts facts facts…” for 300-odd pages). The text stands; it is greater than paper." This is brilliant.
writing  publishing  intent  authorship  art  jamesbridle  stml  brilliant 
december 2011 by infovore
inessential.com: Pub Rules
"I’d love to run, edit, and write for a publication bigger than just me and my blog. I don’t have time, so I won’t, at least not any time soon. But if I were to run a publication, I’d have a few rules:" These are all correct. Also: they apply to everything from a blog upwards, frankly.
writing  publishing  blogs  web  brentsimmons 
november 2011 by infovore
Kill Screen - In Brief: Who Rules the Rules?
" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.
games  writing  rules  systems  context  killscreen  lbjeffries 
november 2011 by infovore
Kill Screen - My Purple-Haired Made-Up Best Friend, and Why She Had to Die
"I only got to hang out with Rachael once: in San Francisco, for a week, during the Game Developers Conference...

Here’s how we did it: She shared my eyes and ears, and she wrote her impressions through my laptop and my BlackBerry. When we touched down at SFO, she wrote the first tweet, and she eavesdropped on the game designers that I sat with riding into town on the BART. We were working press—except I was the one sweating the deadlines, and looking for good ideas, while she was just loving it..." Chris Dahlen on writing pixelvixen707
games  transmedia  writing  chrisdahlen  marketing  args  pixelvixen707 
november 2011 by infovore
HULK PRESENTS: THE MYTH OF 3 ACT STRUCTURE « FILM CRIT HULK! HULK BLOG!
"THIS LITTLE WAY SHAKESPEARE ESCALATING THE STAKES AND POSITIONING THE ENDGAME = THE SAME EXACT WAY HOLLYWOOD SCREENWRITERS HANDLE THE ENTIRE MIDDLE PARTS OF THEIR GODDAMN MOVIE.

NO WONDER THEY AIMLESS AND BORING." Film Crit Hulk is brilliant.
writing  structure  screenplays  format  filmcrithulk  beats  shakespeare 
november 2011 by infovore
Kill Screen - Fallout New Vegas DLC Review
"...you play other roles than “protagonist.” That there are other ways of seeing." Very good.
writing  agency  games  fallout 
november 2011 by infovore
How Dan Harmon Drives Himself Crazy Making Community | Magazine
"His earliest revelation about how the TV medium worked—one that heavily influences Community—came courtesy of a Cheers board game he spotted at a toy store. He realized that the characters were so relatable and their dynamics so clearly defined that anyone could step into their lives—even in a board game." Brilliant interview with Dan Harmon - but this paragraph really leapt out at me.
community  story  narrative  danharmon  writing  sitcoms  tv  structure 
october 2011 by infovore
Ursula K. Le Guin | VICE
An unexpected place for a Le Guin interview, but it's great nontheless.
ursulaleguin  books  fiction  sf  writing 
october 2011 by infovore
[this is aaronland] not so much a recipe as a ritual
"Elizabeth David was a revelation for me. She was a wonderful prose writer and it was a habit that carried over in to her recipes which are often maddeningly vague. You would be forgiven for wondering whether there are recipes at all. They are really just a handful of paragraphs that serve as a rough guide in the general direction of the dish you're trying to make. The recipe that follows is much longer than anything she'd write." Yeah, but it still looks amazing, Aaron.
ossobucco  cooking  food  recipe  writing  aaronstraupcope 
october 2011 by infovore
The New Value of Text | booktwo.org
"Velocity, depth, breadth. These are the dimensions we can add to books, that are the gifts of a digital age, not gimmicks, glossy presentation and media-catching stunts. The text works. It stands and speaks for itself. It is not what we need to change." Yes, yes, yes, this, a hundred times over.
publishing  text  writing  literature  ebooks  stml  jamesbridle 
october 2011 by infovore
BOOK VIEW CAFE BLOG » TGAN and TGOW
"I’m not saying that a book that makes you cry is a great book. It would be a wonderful criterion if only it worked, but alas it admits effective sentimentality, the knee-jerk/heart-string stimulus. For instance, a lot of us cry when reading of the death of an animal in a story — which in itself is interesting and significant, as if we give ourselves permission to weep the lesser tears — but that is something else and less. A book that makes me cry the way music can or tragedy can – deep tears, the tears that come of accepting as my own the grief there is in the world — must have something of greatness about it."
ursulaleguin  writing  steinbeck  tears  grief 
october 2011 by infovore
via Frank : Good art is a kind of magic. It does magical...
"Good art is a kind of magic. It does magical things for both artist and audience. We can have long polysyllabic arguments about how to describe the way this magic works, but the plain fact is that good art is magical and precious and cool. It’s hard to try and make good art, and it seems to me wholly reasonable that good artists should be concerned with their work’s cultural reception." Oh, this.
writing  davidfosterwallace  creativity  literature 
september 2011 by infovore
The pace of change « matt.me63.com – Matt Edgar
"A billion drinks per day of Coca-Cola is an amazing thought, but such uniformity is a symbol of inertia, not dynamism. For the most part world trade still travels at the speed of shipping containers, not data packets." I chatted to Matt at dConstruct about this, and I'm really glad he's written it up: so much good examples and thought, about recognising the difference between pace and impact, of attention versus raw numbers.
technology  change  writing  progress  mattedgar 
september 2011 by infovore
Cardboard Children: Heroquest & More.. | Rock, Paper, Shotgun
"I think games connect us to a time when we had time. In your youth, time is elastic. You have exactly as much of it as you need. You have no responsibilities. No job, no children. Nothing but time, and friends, and shit to play with. When we play games now, as adults with too much stuff going on, we do so because we’ve made time for them. We’ve set time aside to indulge in some nonsense with people we love. When you make that time, you HAVE that time. And when you have that time, it’s like being back there – back in that place, that living room, that bedroom, that house full of memories. With time to spare, and everything exactly as it was." Oh, Rab. Marvellous.
games  writing  childhood  nostalgia  robertflorence 
august 2011 by infovore
David Sudnow: Pilgrim in the Microworld | The Gameshelf
"He spends a chapter meditating on the nature of practice and mastery, both in general and in its application to Breakout. Eventually, and after much frustration, he concludes that Breakout doesn’t want to be played that way. Instead, he embraces what he calls the game’s “lucratively programmed caring,” the way its few but distinct design elements work together to guide the player into getting incrementally better at it, revealing more about its inner workings, bit by bit — but only for those who fulfill their end of its contract, who agree to approach the game on its own terms. Treating it like a piano exercise, it turns out, doesn’t work." I'm reading Pilgrim at the moment, and it's an incredible book for all manner of reasons. This lovely piece is something to return to when I finish it.
davidsudnow  games  breakout  writing 
august 2011 by infovore
An Academic Author’s Unintentional Masterpiece - NYTimes.com
"In this column I want to look at a not uncommon way of writing and structuring books. This approach, I will argue, involves the writer announcing at the outset what he or she will be doing in the pages that follow. The default format of academic research papers and textbooks, it serves the dual purpose of enabling the reader to skip to the bits that are of particular interest and — in keeping with the prerogatives of scholarship — preventing an authorial personality from intruding on the material being presented. But what happens when this basically plodding method seeps so deeply into a writer’s makeup as to constitute a stylistic signature, even a kind of ongoing flourish or extravagance?" Oh, bravo, Geoff Dyer, bravo.
writing  academia  geoffdyer  pastiche 
july 2011 by infovore
« earlier      
per page:    204080120160

related tags

aaronstraupcope  absolutes  abstract  academia  achievements  adalovelaceday  adamsaltsman  adapativepath  adolescence  advice  aesthetic  africa  agency  alanturing  aleph  alexpayne  alternatehistory  amazon  america  analogy  analysis  andrewcollins  andromedaspaceways  anecdote  anecdotes  animalcrossing  antarctica  anticipation  apocalypse  application  appstore  arcade  architecture  archive  arg  args  argument  art  article  articles  ascension  assassinscreed2  atari  atarist  author  authoring  authorship  awesome  azeroth  ballard  banality  basketball  battlefield3  bbc  beatles  beatlesrockband  beats  behaviour  belief  belonging  benabraham  benjaminbarber  berg  bestof  bethesda  bikes  billharris  bioshock  bioware  birth  bldgblog  blog  blogging  blogs  bluelacuna  boardgames  body  bodyart  book  books  bot  bots  braid  branding  brazilianjiuitsu  breakout  brentsimmons  brevity  brilliant  broadcast  bsd  bsjohnson  bulwerlytton  business  calm  canons  caraellison  career  carlsteadman  cartoons  casual  change  character  charm  childhood  childishness  children  chinamieville  choice  chriscrawford  chrisdahlen  chrisdhalen  christiandonlan  christmas  christopherpriest  cinema  cities  citizenkane  city  classics  climbers  clivethompson  collaboration  colleagues  colossalcave  column  comicbooks  comics  comments  communication  community  comparison  complexity  comprehension  computer  computing  concentration  confirmationbias  connectivity  consumerism  consumption  content  context  contradiction  conversation  cookery  cooking  copy  copywriting  costume  course  craft  craftsmanship  craigmod  creation  creativewriting  creativity  criticism  critique  crowtherandwoods  culture  curation  customerservice  customisation  cycling  danabnett  dangriffiths  danharmon  dannymacaskill  dantesinferno  dateline  davehickey  davidbyrne  davidfosterwallace  davidsimon  davidsudnow  davidsurnow  davidthorne  debate  decoration  defeat  design  desk  development  dhgit  dialogue  diary  difficult  difficulty  digital  directness  disconnect  discussion  disguise  doctorwho  documentary  documentation  doodlejump  doors  dougwilson  downloadable  dragonforce  drawing  ds  duncanfyfe  e3  ea  earmark  ebook  ebooks  economics  edge  editing  editors  education  electronicarts  email  emilyshort  emo  empire  employment  empowerment  end  engfi  engineering  english  entertainment  epic  ereaders  escapism  esquire  essay  ethics  ethnography  eurogamer  evangelism  evidence  excuses  exercise  expansion  experience  experiential  exploration  expressionism  failure  fallout  fallout3  family  fantastical  fantasy  farcry2  fatalism  feedbackloops  fertility  fgc  fiction  fighters  fighting  fightinggames  film  filmcrithulk  finalfantasyxi  fitness  flight  flow  flying  focus  food  football  format  fps  fragments  francisirving  frankchimero  fray  freakytrigger  freedom  friends  frustration  ftl  fuel  fun  funny  future  futures  futurism  gamasutra  game  gameplay  games  gamescrit  gaming  gba  generative  genre  gentleness  geoffdyer  geometrywars  georgesaunders  gerardway  google  gottacatchemall  gps  grammar  gregcostikyan  grief  grime  gta  gta4  gtaiv  gtd  guitarhero  hardware  harmonix  health  heathrobinson  heavyrain  helicopters  hgwells  histories  historiography  history  hitotoki  holiday  hollygramazio  home  howework  howwework  hplovecraft  humanities  humor  humour  hyperfiction  hypertext  IA  ianbogost  ideo  if  illustration  imagination  imaginative  improvisation  incomprehensible  independence  independent  indie  industry  infocom  informationarchitecture  innovation  insertcredit  inspiration  instapaper  intent  interaction  interactive  interactivefiction  interactivity  interface  interiors  internet  interpretation  interview  ipad  iroqouispliskin  iroquoispliskin  isnermahut  issues  jamesbridle  jameswallis  japan  jargon  jasonrohrer  jenovachen  jets  jgballard  jimrossignol  joedunthorne  joeljohnson  joemoran  johngray  johnhughes  johnlanchester  johnsteinbeck  johnwyndham  joningold  jordanmechner  journalism  journey  jrpgs  juliuserving  junotdiaz  kandinsky  keithstuart  kevinslavin  killscreen  killzone2  kindle  kingsleyamis  kotaku  kotor  kubrick  l4d2  la  lambethconference  langauge  language  law  lbjeffries  learning  lego  leica  leighalexander  leonardr  leonardrichardson  lesterdent  letters  lichking  light  linguistics  list  literarycriticism  literature  liveblog  livingstories  location  locative  london  londonist  love  lovecraft  lovely  lrb  mac  machismo  madden  magazine  maggiegreene  mainstream  making  malcolmgladwell  mamet  management  maps  margaretrobertson  marginalia  marketing  marriage  martinamis  marvellous  marxism  maryhamilton  masseffect  masseffect2  materials  mathematics  mattedgar  matthewsheret  mattjones  mattsheret  mcsweeneys  mcsweenys  me  measurement  meat  mechanics  media  medicine  memory  memoryplaces  merlinmann  methodology  metropolis  michaelabbott  michalechabon  microblogging  microfiction  microsoft  mirrorsedge  misguided  mitchkrpata  mitukandhaker  mjohnharrison  mma  mmo  mmorpg  modems  monopoly  morality  morals  motionsickness  movies  mugen  murakami  murukami  music  mychemicalromance  narrative  narratology  navelgazing  negatives  nethack  network  newcross  newgamesjournalism  newwave  newyork  newyorker  nicholasroyle  nicksweeney  nintendo  nostalgia  notetaking  novel  novels  nuclearwar  nyt  obscenity  office  offworld  olympics  onemorego  online  opacity  openworld  operatingsystem  opinion  oralhistory  originmyth  ossobucco  osx  outlining  overcomplicated  panmacmillan  parent  parenting  parents  parody  party  pastiche  patina  patrickstump  paulford  paulgraham  paulgravett  paulschrader  people  performance  perse  personal  philgyford  philippullman  photography  physical  picador  pinkfloyd  pixelvixen707  place  planes  play  player  playful  plot  poetry  pokemon  policework  pop  popsot  popularscience  postcards  postmortem  posysimmonds  pr  predator  preparation  presentation  press  princeofpersia  printing  problems  process  product  productivity  products  programming  progress  prolonging  proprioception  protagonist  psychogeography  psygnosis  publishing  pulp  purchasing  python  quantification  quintinsmith  quotation  quotations  rabbithole  ranarama  rands  randsinrepose  rant  readability  reader  reading  readingaloud  reality  recipe  reddeadredemption  reference  relevance  religion  reposession  research  respect  retail  review  reviewing  reviews  reward  rhetoric  rhythmtengoku  roadhouse  roads  robbegrillet  robertbenchley  robertflorence  robinsloan  rockband  rockbandbeatles  rockpapershotgun  rockstar  roguelike  romance  rpg  rpgs  rps  rubbish  rubegoldberg  rules  running  russelldavies  saltybet  samuelpepys  sandsoftime  sartre  satire  savetherobot  schulzeandwebb  science  sciencefiction  scientificromance  scifi  scm  scott  screenplays  screenwriting  scribblenauts  script  scripts  scrivener  sequels  servicedesign  services  sf  shakespeare  shareware  sharing  shipping  shooters  shops  shoreditch  shortfiction  shortstories  shortstory  simonferrari  simonparkin  simonreynolds  simonwistow  singlea  sitcoms  sixtostart  slow  snarkmarket  snowflake  soapopera  socialmedia  society  software  sophiesamson  southerntrains  space  speaking  speculativefiction  speech  speeches  spelling  spelunky  sport  sportsillustrated  startup  startups  steinbeck  stephenfry  stevegaynor  stevenjohnson  stevenmoffat  stevenpoole  sting  stml  stock  stopitalreadydudes  stories  story  storytelling  streaming  streetfighter  structure  study  style  superhero  surprise  surveillance  swearing  synack  systems  tabularasa  talk  taste  tattoo  tattoos  teaching  teamwork  tears  tech  technique  technology  telly  tennis  tense  text  textadventure  tf2  thatgamecompany  themorningnews  thepolice  thesims  thewire  thomaskeller  thunderbirds  timbray  time  timetravel  timhunkin  timoarnall  timsweeney  tips  tomarmitage  tombissell  tomchick  tomewing  tomfrancis  tommcarthy  tomtaylor  tool  tools  transcription  transmedia  travel  trials  trust  truth  tumblr  tutorial  tv  twine  twitch  twitter  typing  u2  ufo  ui  uk  ultima  ultimaunderworld  unfinished  unix  ursulaleguin  usability  values  valve  vanquish  vault  vcs  versioncontrol  via:tomc  videogames  violence  voice  voiceacting  vonnegut  walterbenjamin  warrenellis  waxy  wear  web  whisky  wii  williamgibson  williammayne  wimbledon  winniethepooh  wipeout  wired  work  working  world  worldofwarcraft  worldwarz  wotlk  wow  writers  writersblock  writing  ww2  wwic  xanbrooks  xcom  yaap  yoga  youth 

Copy this bookmark:



description:


tags: