Reverse engineering, as both a descriptor and a research strategy, misses the things engineers do that do not fit into conventional ideas about engineering. In the ongoing mixture of culture and technology, reverse engineering sticks too closely to the idealized vision of technical work. Because it assumes engineers care strictly about functionality and efficiency, it is not very good at telling stories about accidents, interpretations, and arbitrary choices. It assumes that cultural objects or practices (like movies or engineering) can be reduced to singular, universally-intelligible logics. It takes corporate spokespeople at their word when they claim that there was a straight line from conception to execution.

On Reverse Engineering — Anthropology and Algorithms — Medium

Great debunking of the reductionist logic of reverse engineering. Engineers are people too, with all that this entails.

the game may well be able to last for 100 years, say, conceptually, but that doesn’t mean that that would be easy to put into practice. Say I run it on my laptop – well what about battery life? System updates? Power outages? Hardware failure? Software failure? The number of things that could disrupt the game before it even came close to ending is large. If you really wanted to see that game through you’d have to take prodigious steps to do so, essentially treating your computer as a kind of archival object immediately and so on. Very strange.

Pippin Barr. Blog.

I really enjoyed Barr’s Duration series of games for this reason and others. One of my favourites is about a slot machine, forcing you to wait—if I recall correctly—a decade before it stops. What’s good about this is that the act of waiting is already connected to slot machines. By extending that period of waiting the futility or at least silliness of it is highlighted.

To live fully, we must be occasionally reminded that we, and those around us, will not live forever.

Demons by Candelight

Venkatesh Rao on the meditative virtues of power outages for (my words). I’m not entirely convinced by the final section suggesting information technology is a new kind of illumination with its own kind of sunlight/electricity (work/life) balance. But I do yearn for the enforced stillness I experienced during blackouts while briefly living in Costa Rica.

At his best, he represented a new way of existing in relation to authority. He wasn’t very straightforwardly of the left and couldn’t have distinguished dialectical materialism from a bag of nuts. He hates systems of belief, hates all systems, wants indeed to be a ghost in the machine, walking through the corridors of power and switching off the lights. I found myself writing notes culled from what he said to me about himself. ‘When you’re a hacker you’re interested in masks within masks,’ and ‘We could undermine corruption from its dead centre. Justice will always in the end be about human beings, but there is a new vanguard of experts, criminalised as we are, who have fastened onto the cancer of modern power, and seen how it spreads in ways that are still hidden from ordinary human experience.’

Andrew O’Hagan · Ghosting: Julian Assange · LRB 6 March 2014

Amazing piece on ghostwriting for Assange, revealing the man’s bewildering character and the impossible operating procedures of his organization.

Getting your head around Netrunner is like trying to grab a fish in a river. It slips always just out of your reach, lets you seize it only for a moment. And just when you think you’ve really got it, brand-new cards are released, making new mechanics possible. It is not about the climb to dominance. It is not about getting better and better until you’re impervious. It’s not about winning, but about growing, laterally, like you’re sketching a map of a world that will never be finished being born.

Shut Up & Sit Down | Life Hacks: A Netrunner Story

Fun piece on learning to play Netrunner.

When you get together to play games with friends, the space you’re in becomes a ritual space, like the stage at a concert or the altar at a wedding. It’s a space where you can trash-talk your friends or howl in defeat, where you can trick people, where you can laugh at their expense and dance on their grave. It’s a space where you have permission to look foolish in front of your family members. Importantly, it’s a space where you can look up at your opponent’s face, lock eyes and dare them to make the first move before your split-second counter-attack. The best local games aren’t just offline versions of online games — they are designed to intensify these social dimensions of gameplay.

Why you don’t want an online mode in TowerFall | Polygon

Clear and detailed argument by Foddy on the virtues of local multiplayer. I love these kinds of games. And I appreciate designing for local multiplayer is a completely different thing from networked play.

Playing Hohokum and watching others play really helps you understand his point about play being more important than the game itself. The game itself is not a magical, fun generator; instead it’s a tool and a toy that, like Katamari Damacy, encourages the players to simply try things, to experiment.

Katamari Damacy and the return of “play” in videogames – Kill Screen

It’s not the clearest of articles, but somewhere in there are some good points on play being expressive, not consumptive.

Impro: Improvisation and the Theatre by Keith Johnstone – Readmill

Impro: Improvisation and the Theatre by Keith Johnstone – Readmill

  1. Status play. This was an eye-opener to me, that in all human interactions one can observe status signals. Johnstone goes on to suggest you can play with status signals in all manner of situations. I’ve started doing just that and it can be quite liberating.

  2. Mask work. Reading this section I was mostly just super eager to try mask work myself. Johnstone talks about masks having an inherent personality that is channeled through the actor, similar to being possessed by a spirit… I’m wondering if a larp based on the ideas about masks presented here would work. It’d be interesting to try out.