James Somers – Web developer money
13 days ago by infovore
"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
13 days ago by infovore
a necessary stage | the m john harrison blog
16 days ago by infovore
"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
16 days ago by infovore
McSweeney’s Internet Tendency: The Start-Up Ride Stops Here.
4 weeks ago by infovore
"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
4 weeks ago by infovore
climbers: the journal | the m john harrison blog
7 weeks ago by infovore
"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
7 weeks ago by infovore
Joe Dunthorne short story: The Shapes We Made | Books | The Observer
8 weeks ago by infovore
More short stories I've been enjoying recently.
joedunthorne
writing
shortstories
yoga
8 weeks ago by infovore
National Novel Writing Month
8 weeks ago by infovore
"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
8 weeks ago by infovore
Real As Hell: A Conversation With George Saunders | The Awl
10 weeks ago by infovore
"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
10 weeks ago by infovore
No to NoUI – Timo Arnall
march 2013 by infovore
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
march 2013 by infovore
"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
january 2013 by infovore
"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
december 2012 by infovore
"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)
december 2012 by infovore
"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
october 2012 by infovore
"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
october 2012 by infovore
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
july 2012 by infovore
"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
july 2012 by infovore
"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.
june 2012 by infovore
"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
june 2012 by infovore
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
june 2012 by infovore
"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.
june 2012 by infovore
"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
may 2012 by infovore
"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
may 2012 by infovore
"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
may 2012 by infovore
"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
april 2012 by infovore
"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.
april 2012 by infovore
"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
april 2012 by infovore
"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
february 2012 by infovore
"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]
february 2012 by infovore
"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.
february 2012 by infovore
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
february 2012 by infovore
"...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
january 2012 by infovore
"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
january 2012 by infovore
"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
january 2012 by infovore
"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
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.
january 2012 by infovore
Dirty 30s! - The Lester Dent Pulp Paper Master Fiction Plot
january 2012 by infovore
"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
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.
january 2012 by infovore
Astonishments, ten, in the history of version control < Francis is
december 2011 by infovore
"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
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.
december 2011 by infovore
Hard Times: For Our Times | booktwo.org
december 2011 by infovore
"...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
november 2011 by infovore
"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?
november 2011 by infovore
" 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
The Day Alan Turing Came Out
november 2011 by infovore
A lovely, sad, tiny story by Leonard.
leonardrichardson
alanturing
history
sf
sciencefiction
writing
november 2011 by infovore
Kill Screen - My Purple-Haired Made-Up Best Friend, and Why She Had to Die
november 2011 by infovore
"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
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
november 2011 by infovore
HULK PRESENTS: THE MYTH OF 3 ACT STRUCTURE « FILM CRIT HULK! HULK BLOG!
november 2011 by infovore
"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
NO WONDER THEY AIMLESS AND BORING." Film Crit Hulk is brilliant.
november 2011 by infovore
Kill Screen - Fallout New Vegas DLC Review
november 2011 by infovore
"...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
october 2011 by infovore
"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
october 2011 by infovore
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
october 2011 by infovore
"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
october 2011 by infovore
"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
october 2011 by infovore
"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...
september 2011 by infovore
"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
september 2011 by infovore
"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
august 2011 by infovore
"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
august 2011 by infovore
"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
july 2011 by infovore
"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
Boring « Never Knowingly Underwhelmed
july 2011 by infovore
"On Valentine’s Day, 1980, a couple of weeks shy of my 15th birthday, I saw my first “X” film. The visceral Philip Kaufman remake of Invasion Of The Bodysnatchers, I didn’t have to sneak in through a held-open fire door, wear a false moustache or lower my voice an octave, as per underage tradition. I paid £1 to see it, legally, projected onto a modest screen before an auditorium of arranged plastic chairs at Northampton College of Further Education’s Arts Centre, courtesy of their members-only Film Society." And so begins a lovely, charming article by Andrew Collins, about the battle for his soul (between film and punk-rock), and how, as an earnest sixteen-year-old, you get to see movies. I did this fifteen years later, with a bit less punk rock, and replacing the NCFE Film Club with a VHS recorder and Moviedrome - but it all rings very familiar. Spot-on.
andrewcollins
writing
film
adolescence
taste
july 2011 by infovore
Short story: Covehithe by China Miéville | Books | guardian.co.uk
july 2011 by infovore
Marvellous. Can't say any more - you need to read this (very) short story - but it's really, really lovely: shivers down the spine, and something heartwarming, all at once. And: set in a slightly magical part of the world.
books
chinamieville
writing
fiction
shortfiction
sf
july 2011 by infovore
Adventures in Time and Space: linearity and variability in interactive narrative | Fiction is a Three-Edged Sword
july 2011 by infovore
"...the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
joningold
writing
fiction
interaction
interactivefiction
transmedia
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
july 2011 by infovore
The art of working in public « Snarkmarket
july 2011 by infovore
"...what I see in Matt and Alexis’s writing is a growing mastery of this balance. I think it’s an important emergent skill, maybe even a new liberal art. When you articulate it, it sounds almost like a koan, or part of some samurai code: Work in public. Reveal nothing."
writing
opacity
directness
july 2011 by infovore
The World Warrior | insert credit
july 2011 by infovore
"His base is too good, and I don’t have the choke. He proceeds to take a more dominant position, scores points, and my body is burning from the effort. The choke he applies toward the end of the match is almost a formality, since I’m far too tired to do much more than hang on. Second place. Second place because I’m learning the triangle choke, not learning Jiu Jitsu. Chipp never wins tournaments." A fantastic piece of writing, about beat-em-ups and combat sports, and the mindset you get into as you play both. I'm not a combat sports man, but it nails some of the inside of your brain when you've played a lot of beat-em-ups, for sure.
mma
brazilianjiuitsu
insertcredit
fighters
games
writing
july 2011 by infovore
The Age of Mechanical Reproduction - The Morning News
july 2011 by infovore
"My wife and I talk about this. We talk about the protocol of the fertility clinic. We talk about her support group, and failure to produce. We talk about adoption, which is expensive and ambiguous. We talk about giving up on the process and living our lives without the ghosts of unconceived children (the most adorable ghosts there are). We talk, and talk, and wait." Powerful, sad, brave writing from Paul Ford. Sometimes, you wish things were nice for the good people in the world.
paulford
writing
fertility
themorningnews
medicine
july 2011 by infovore
Gaming Made Me: Colossal Cave Adventure | Rock, Paper, Shotgun
june 2011 by infovore
"I didn’t contact Charlotte; I want to leave the memory untouched. So that we will always both be Crowther’s daughters, too." I think that line - that one, remarkable, final line in a lovely, lovely paean to ADVENTURE - made me tear up a bit.
games
crowtherandwoods
colossalcave
leighalexander
writing
june 2011 by infovore
Martin Amis: My father's English language | Books | The Guardian
may 2011 by infovore
"Infamous will in fact now serve as the reigning shibboleth (or "test word", or giveaway). Anyone who uses it loosely, as I did, is making the following announcement: I write without much care and without much feeling. I just write like other people write" This is good, and sweet at the same time; nice to see a man's cares expressed so well by his son, who's not being an ass for once.
kingsleyamis
martinamis
writing
language
english
may 2011 by infovore
Nanolaw with Daughter (Ftrain.com)
may 2011 by infovore
"My daughter was first sued in the womb. It was all very new then. I'd posted ultrasound scans online for friends and family. I didn't know the scans had steganographic thumbprints. A giant electronics company that made ultrasound machines acquired a speculative law firm for many tens of millions of dollars. The new legal division cut a deal with all five Big Socials to dig out contact information for anyone who'd posted pictures of their babies in-utero. It turns out the ultrasounds had no clear rights story; I didn't actually own mine. It sounds stupid now but we didn't know. The first backsuits named millions of people, and the Big Socials just caved, ripped up their privacy policies in exchange for a cut. So five months after I posted the ultrasounds, one month before my daughter was born, we received a letter (back then a paper letter) naming myself, my wife, and one or more unidentified fetal defendants in a suit. We faced, I learned, unspecified penalties for copyright violation and theft of trade secrets, and risked, it was implied, that my daughter would be born bankrupt." This is marvellous
paulford
writing
fiction
law
microfiction
futures
may 2011 by infovore
Review: Patrick Stump @ Water Rats | Londonist
may 2011 by infovore
"Patrick Stump survived The Scene, then." I went to see Patrick Stump play some music. Then I reviewed it for Londonist.
londonist
patrickstump
music
reviews
writing
may 2011 by infovore
Things Have Rules (Ftrain.com)
may 2011 by infovore
“I guess you could ask people to make recommendations on LinkedIn,” said Scott. Scott and I both work in information technology. “ 'Working with Cynthia was an amazing experience as she always made deadlines and was incredibly prepared for meetings and she is as good as her word when it comes to not dropping a deuce on your floor.'” Marvellous writing, as ever, from Paul Ford.
writing
art
programming
paulford
may 2011 by infovore
Plot has consequences — Sophie Sampson
march 2011 by infovore
"Robert Downey Jr really sells the idea of being a design engineer. To be fair, the Iron Man script does him the great service of having him have to build himself a new heart in a cave in Afghanistan, thus having to make imperfect things and fettle them to fit. That feeling gets slightly lost later in his super-engineer pad where apparently nothing needs filing when it comes back from the rapid prototyping machine. But he still manages to exude a kind of mad joy at making things, a fundamental character trait in the way that having nice breasts is not." Sophie on the emotional truths of storytelling.
games
writing
plot
narrative
storytelling
sophiesamson
truth
masseffect2
march 2011 by infovore
Mnemotechnics And Ultima Underworld II | Rock, Paper, Shotgun
march 2011 by infovore
I swear, just go and read this right now; it might look like it's about games, but really, it's about space, and memory, and Memory Palaces, and wrapped around a retrospective of a marvellous game, and a little bit about how games make us who we are, in ways their creators might never have imagined.
games
ultimaunderworld
ultima
memory
memoryplaces
marvellous
writing
march 2011 by infovore
BOOK VIEW CAFE BLOG » Would You Please Fucking Stop?
march 2011 by infovore
"I keep reading books and seeing movies where nobody can fucking say anything except fuck, unless they say shit. I mean they don’t seem to have any adjective to describe fucking except fucking even when they’re fucking fucking. And shit is what they say when they’re fucked. When shit happens, they say shit, or oh shit, or oh shit we’re fucked. The imagination involved is staggering. I mean, literally." Ursula LeGuin on obscenity, swearing, and the way it's used on contemporary media. (LeGuin is someone who, for reference, has always used language precisely and carefully; she is not a prude, just bored of a lack of imagination.)
swearing
writing
books
film
media
obscenity
ursulaleguin
march 2011 by infovore
The IF Theory Reader | The Gameshelf
march 2011 by infovore
"So is it worth reading dusty IF history? Well, I haven't read it yet. But I can say that the book really represents a tour through the past ten years of the IF community's thinking. Some of the essays are from 2001; some have been revised for this edition; some are brand-new. Many have been published in other forms, so if you've been devouring our blog posts and essays for the past few years, you will see few surprises. But if your awareness of IF dates from the last century -- or if you've been following us only casually -- I think this book has something to offer."
if
interactivefiction
games
writing
criticism
reader
march 2011 by infovore
Curveship: Interactive Fiction + Interactive Narrating
february 2011 by infovore
"Curveship is an interactive fiction system that provides a world model (of characters, objects, locations, and things that happen) while also modeling the narrative discourse, so that the narration and description of the simulated world can change. Curveship can tell events out of order, using flashback and other techniques, and can tell the story from the standpoint of particular characters and their perceptions and understandings." This looks both bonkers and brilliant.
if
interactivefiction
narrative
stories
python
games
writing
february 2011 by infovore
Stock and flow « Snarkmarket
february 2011 by infovore
"Flow is the feed. It’s the posts and the tweets. It’s the stream of daily and sub-daily updates that remind people that you exist. Stock is the durable stuff. It’s the content you produce that’s as interesting in two months (or two years) as it is today. It’s what people discover via search. It’s what spreads slowly but surely, building fans over time.
I feel like flow is ascendant these days, for obvious reasons—but we neglect stock at our own peril." This is good.
stock
flow
content
writing
robinsloan
snarkmarket
I feel like flow is ascendant these days, for obvious reasons—but we neglect stock at our own peril." This is good.
february 2011 by infovore
Verbatim and the facts « rotational
january 2011 by infovore
"Trust is the key to breaking [this cycle]. And I think Talese’s method shows us how we might gain it: by checking with our subjects and making sure we understand what they’re trying to express, beyond what they actually say. Because if our subjects are interesting enough to report on, they’re deserving of respect. And if we respect them, they will respect us. That’s a much more virtuous circle." I think Alex is right, you know.
games
journalism
trust
respect
writing
quotation
january 2011 by infovore
The Web Is a Customer Service Medium (Ftrain.com)
january 2011 by infovore
"That is the point that I am trying to make. The web is not, despite the desires of so many, a publishing medium. The web is a customer service medium. “Intense moderation” in a customer service medium is what “editing” was for publishing." Paul Ford is great.
wwic
writing
internet
media
paulford
opinion
curation
january 2011 by infovore
The Millions : A Year in Marginalia: Sam Anderson
december 2010 by infovore
"The writing I enjoy doing most, every year, is marginalia: spontaneous bursts of pure, private response to whatever book happens to be in front of me. It’s the most intimate, complete, and honest form of criticism possible — not the big wide-angle aerial shot you get from an official review essay, but a moment-by-moment record of what a book actually feels like to the actively reading brain. Here are some snapshots, month by month, of my marginalia from 2010." Marvellous stuff from Anderson - funny, wry, hard to argue with. I am not good at marginalia, resorting to dog-earing the bottom of a page, and later, trying to remember why.
reading
books
marginalia
writing
december 2010 by infovore
John Wyndham: The unread bestseller | Books | guardian.co.uk
december 2010 by infovore
"It's true that Wyndham's preference is for no-nonsense, brisk, wry narrators, and the horrors that visit the books can seem like opportunities to show off good old British pluck. But the books are surprisingly unheroic, and often (notably in the cases of Kraken and Triffids) peculiarly open-ended. And if you look closely, you begin to see that there's something very uncosy, persistently unsettling, about these books, that continues to ask profound questions about the limits of our culture and the foundations of the post-war world."
sciencefiction
writing
johnwyndham
sf
december 2010 by infovore
Steven Strogatz on the Elements of Math - Series - The New York Times
december 2010 by infovore
"Steven Strogatz, an award-winning professor, takes readers from the basics to the baffling in a 15-part series on mathematics. Beginning with a column on why numbers are helpful, he goes on to investigate topics including negative numbers, calculus and group theory, finishing with the mysteries of infinity." Lovely series of online articles at the NYT explaining maths. Lots of good stuff.
mathematics
writing
science
december 2010 by infovore
Why We Fight: Street Fighting Man | Five Players
december 2010 by infovore
"Street Fighter is about everything games are about – all you’ve learned about positioning and strategy, every reaction tightened by every sudden twitch of your trigger fingers, every educated guess made at your opponent’s next move – all played out in a simple two-dimensional box where you test everything you’ve ever known about videogames. Street Fighter IV is the same old game of two-dimensional space control, strategy, and flat-out mind reading but it took whopping great polygons in an old-fashioned game to take a 2D fighter back to the masses." This is all true.
streetfighter
games
fighting
writing
december 2010 by infovore
In Print: KillScreen | ben abraham dot net
december 2010 by infovore
"To apply the same point to videogames, ‘we’ are exceptionally good at the analytic mode and extremely poor at the rhetorical persuasion. As a cohort, we’re remarkably analytical. There are not many writers, bloggers, critics, etc of videogames who are either committed to the persuasive communication of the veracity of their feelings, moods, and strange hunches about videogames, but there sure is a lot of people willing to point out the textual or dramaturgical features of XYZ latest game." This, many, many times over. It's one reason I tire of so much wordy criticism at the moment: it is exhaustive, but lacks direction. (This, for me, was the gap between my first years at university and my final year: finding the courage to make my own arguments, rather than just synthesizing everything around me).
writing
games
criticism
analysis
december 2010 by infovore
Letters of Note: To: My widow
november 2010 by infovore
"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
Mitu.nu » Kandinsky and Game Design
october 2010 by infovore
Mitu makes a series of interesting connections here, though the conclusion she came to isn't quite the same as mine - which is in the comments. But there's a mass of starting points here as to notions of the "abstract", and what it might mean for games. Something I shall be returning to, for sure.
games
abstract
kandinsky
writing
art
mitukandhaker
october 2010 by infovore
The Future Is A Blank Canvas Pinned To A Brick Wall « Matthew Sheret.com
october 2010 by infovore
"We access that history with tools that were, almost entirely, the props of science fiction my parents might have encountered – if they read it. My phone is my sonic screwdriver, the internet my TARDIS; these are the tools with which I unlock and manipulate time."
future
sf
design
writing
mattsheret
history
october 2010 by infovore
Fatalism in Leboa-Sako and Bowa-Seko | Five Players
september 2010 by infovore
"Far Cry 2 invites fatalism, pessimism, and near-suicidal tactics because optimism and strategy went on holiday to Leboa-Sako and got murdered just like everything else. Hoping for the best doesn’t work. Being clever doesn’t work. Nothing good will ever happen to you in Far Cry 2′s Africa, and none of your carefully-designed plans will ever bear fruit."
games
writing
farcry2
fatalism
september 2010 by infovore
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