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
Idle Thumbs: A Weekly Video Game Podcast
november 2009 by infovore
"As Hecker suggested, though, that crucial consideration of the "why" of game development -- along with related questions like "What are you trying to say to people?" or "What influenced this?" or "Are you trying to say anything at all?" -- seems to be less important in this medium than it is elsewhere. That's understandable, since "fun" can be pursued for its own benefit, and to great and impressive effect. Surely we've got that covered by this point, though, and there's bandwidth for more." Chris Remo thinks out loud for a bit.
games
intent
design
fun
meaning
chrisremo
november 2009 by infovore
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