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“Makes Google Notifier show Growl notification bubbles whenever new email arrives in your Gmail inbox.”
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This post links to a recording of Will Wheaton’s keynote at the Penny Arcade Expo 2007 (PAX07). His speech is mostly a celebration of geekdom, but he also makes some good points on how gaming is inherently a social activity. Via David.
Month: August 2007
links for 2007-08-30
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Finally got around to skimming this article on the apparent reasons people use Twitter. Also in here is a rough taxonomy of Twitter user types and some suggestions for improvement, such as allowing for groups or groupings and facilitating conversations.
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For some nice examples of how to communicate concepts in a different way from the usual slide deck, check out this post from Schulze & Webb on the posters they developed for the BBS outlining their ideas on mobile media. Love the graphic design on these.
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This little indie game is making some ways in the game design & development scene currently. It’s a platform game without an overarching plot, apparently with very nice art, sound and controls.
links for 2007-08-29
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Handy AppleScript to send an URL from any browser to del.icio.us link posting app Pukka (using Quicksilver for instance). Too bad it doesn’t send the title of the page too.
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This looks interesting: a toy dog with an RFID reading nose called Sniff. Meant to be used in play by visually impaired children.
links for 2007-08-28
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Very weird-looking game footage of a shooter taking place in a shadowy world conceived by Michel Gagné. The smooth animation is particularly noteworthy. Via Hessel.
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Cool interactive info-graphic for The New York Times’ feature on China’s pollution problems.
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Short piece on how the corrupted blood epidemic in WoW helped scientists to gain insight into the social aspects of epidemics. It will be published in the prestigious medical journal Lancet.
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This post on Adaptive Path’s Charmr project contains a movie that’s a nice example of how to visualize an experience design concept. A bit too commercial‑y for my tastes, but I guess that’s the point.
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First in a very worthwhile 4‑part exchange between two video game journalists on the renaissance of small casual short-session games.
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The Sandbox is a theme for themers. It has the ability to be easily skinned, so beginners will feel comfortable styling it since they only need to know CSS. More experienced designers will drool at the rich semantic markup and profusion of classes, dynami
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Entertaining article that profiles the creators of Penny Arcade. Haven’t read that comic for a while but seems those guys have been doing OK, outdoing E3 in attendance, for instance.
Design challenges for short-session gaming
I’ve just finished reading an excellent series of post by two video game journalists on the apparent revival of short-session games. (What’s not to love about an article that finishes by asserting that Desktop Tower Defense beats BioShock at its own mechanic?) It’ll be in tomorrow’s link post but here’s the link anyway. Being involved with a casual gaming project myself lately, I’ve spent a some time thinking about what the design challenges for this sub-genre are. In other words: what make short-session games hard to pull off? I think it breaks down to these things:
- You need to get the player in flow as soon as possible. This means you can’t bother him with lengthy intros (or even menus). It also means the game’s mechanics should be as self-explanatory as possible. I’m reminded of the first time I started up Elite Beat Agents the other day and was given a super-short tutorial on how to play the game, then was dumped into the action right away (this is good).
- No stories please. Short-session gaming forces you to design for play, not for narrative (as it should be, in my opinion). It’s about giving the player an engaging activity and interesting choices, nothing more.
- Traditional distribution models make no sense for small games. Luckily, we now have network connectivity on virtually all gaming devices (not to mention PCs and mobile phones). The wait is for an open platform for game developers to experiment on while at the same time being able to make a buck. But even now, networked marketplaces on consoles have encouraged experimentation.
- The visual layer does not have to be retro. Although most short-session game experiences remind us of the good old games from the beginning days of electronic gaming, there’s no reason why these games should look retro.
- Throw some of that processing at the rules, not the visuals. Short-session, small and simple don’t necessarily mean crude. Don’t go all-out on my 4th point’s visuals without forgetting about all the cool complex behaviours you can create with today’s processors.
There’s much more to think and talk about, but I think these are the highlights. Particularly getting people into flow ASAP and coupling this with interesting distribution mechanisms is I think worth some more discussion.
links for 2007-08-27
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This O’Reilly Radar post contains an eye-opening video of Eben Moglen expressing a partisan view at O’Reilly’s 2007 OSCON on the relative importance of open source compared to the rights conflicts created in a free software world.
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“No matter how much advertising agencies spend on photos of lithe women lolling by the pool with their PSPs, […] the image of the secluded, oblivious gamer will remain.”
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Fun look at the Vibri trilogy. Three games that are related in an unconventional way, all very creative.
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An analysis by a new indie game developer of their options for bootstrapping the company. Their conclusion is to go with Flash and Kongregate. Includes a nice comparison chart.
links for 2007-08-25
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Schulze and Webb continue to kick ass. This social radio prototype for the BBC really excites me — interaction design thinking native to the web applied to physical products. Awesome!
links for 2007-08-24
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Jyri contributes to the portable social network debate with a long post that points to some new (at least for me) sources.
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Vinh is reprinting his Hel-Fucking-Vetica t‑shirt. Missed out the first time. Gotta get me one of those.
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Let’s hope this is an accurate representation of what Castlevania the movie is going to be like. Crazy fun thanks to Warren Ellis.
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Cool clay model of a dinosaur with a rocket launcher on his back. Apparently a character in an indie game by Intuition.
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Alexandra Deschamps-Sonsino, Dana Gordon and Alejandro Zamudio Sánchez have revamped The Hungries — a family of toy monsters who go about recording and playing sounds using their own voices.
links for 2007-08-23
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Its seems like the good old Gamasutra is enjoying a renaissance lately, with a lot of decent articles being posted. Like the ones pointed to in this post, on working in the Japanese games biz.
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Karsten links to an awesome video of Eben Moglen giving Tim O’Reilly a hard time at his own conference. Besides being entertaining, it offers some great insights into what’s really at stake with ‘free’ software.
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Enjoyable little interview with Gibson, who’s come out of hiding now that his new book has been published. Looking forward to reading it, although nothing will top the impact Neuromancer first made.
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Finally a de
scent QuickSilver action that allows you to update presence on both Jaiku and Twitter. *Relief*
links for 2007-08-22
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Nice talk by Porter where he gathers up some prominent psychological thinking to give insight into the workings of social software.
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Bogost’s Persuasive Games gets a Wii developer license but are unsure about whether to actually invest time in such an obscure console…
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A look at what makes a good synthesizer. Via Alexandra.
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Gaal is organizing a portable social networks meet up somewhere around PICNIC. Curious to see what might come out of it.