infovore + writing   269

Give Me Something To Read
"Need something to read? Enjoy these selections from among the most frequently bookmarked articles on Instapaper."
instapaper  reading  writing  articles 
march 2010 by infovore
The Best of Journalism (2009) - Conor Friedersdorf - Metablog - True/Slant
Strictly speaking, "The Best of *American* Journalism", but there's lots on here I'd like to read sometime.
writing  america  journalism  list  bestof 
february 2010 by infovore
They're Made Out Of Meat
"You're not understanding, are you? You're refusing to deal with what I'm telling you. The brain does the thinking. The meat."
writing  shortstory  sf  meat  via:tomc 
february 2010 by infovore
D Nye Everything: Dante's Inferno
"The demo of Dante's Inferno provided absolutely the stupidest gaming experience I think I have had since possibly Ultimate Combat Mission on the Spectrum +2. I don't think God of War can meaningfully compete, because… well, because it isn't based on one of the most famous works of literature produced in the last thousand years. Dorothy L Sayers translated it, for God's sake. Kratos never really had to get past anything more culturally embedded than Clash of the Titans." Dan has been playing Dante's Inferno, and the end result is this lovely post, about classics, and living stories, and Just Plain Stupid Games. It's very good. "…there's nothing to stop an incredibly silly game being a very enjoyable game, but there's something about the abandon with which Inferno is being used art direction for a slash-em-up that is killing the joy of it a bit for me"
games  dantesinferno  classics  livingstories  dangriffiths  writing 
february 2010 by infovore
Ten rules for writing fiction | Books | guardian.co.uk
"Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice - some sensible, some common sense, some insightful, some entertaining - on writing. And: much of it applies to other creative disciplines, too.
writing  process  work  working  tips  advice 
february 2010 by infovore
ScriptShadow
Ooh, this is interesting: reviews of screenplays circulating around Hollywood; well-written, incisive thoughts on the writing process, and some great links (from time to time).
writing  film  movies  screenplays  scripts 
february 2010 by infovore
Rands In Repose: A Story Culture
"In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
writing  narrative  creativity  rands 
february 2010 by infovore
H. G. Wells on "Metropolis" (1927)
"I suppose there are multitudes of people to be 'drawn' by promising to show them what the city of a hundred years hence will be like. It was, I thought, an unresponsive audience, and I heard no comments. I could not tell from their bearing whether they believed that Metropolis was really a possible forecast or no. I do not know whether they thought that the film was hopelessly silly or the future of mankind hopelessly silly. But it must have been one thing or the other." He did not like it too much.
writing  hgwells  cinema  history  metropolis  sciencefiction  scientificromance  review 
january 2010 by infovore
Assassin’s Creed 2: 0 out of 5 stars « Chungking Espresso
"How does a game about killing people, the Old Testament, and the Borgias completely bore an Italian Jew?" Simon Ferrari didn't like Assassin's Creed II; he explains why. It's entertaining, for sure (but I'm still going to pick it up).
games  simonferrari  writing  assassinscreed2 
december 2009 by infovore
kung fu grippe : Making the Clackity Noise
"Little stories are the internet’s native and ideal art form." Yes. This is a good one.
writing  creativity  stories  storytelling  culture  online  merlinmann 
december 2009 by infovore
Insult Swordfighting: Games of the decade: Prince of Persia: The Sands of Time -- Video Game Reviews and Rants
"Then, after the Prince topples the evil Vizier and rewinds time, back to before the Sands destroyed everything, it's as though they've never met. When we realize that the Prince has been talking to Farah all along, and not to us, it is a perfect storytelling moment: funny, surprising, achingly romantic. I don't remember if Farah falls in love with the Prince after that, but I did." Mitch writes about Sands of Time in his end-of-decade list. It's still, I think, my favourite game of the decade.
games  sandsoftime  princeofpersia  mitchkrpata  writing 
december 2009 by infovore
SLRC - Specious Living, Reasoning, and Criticism: Permanent Death - The Complete Saga
"After some delay I am now proud to announce that the complete Permanent Death saga is available for download. This definitive PDF version of the story, novel, machinima, whatever you want to call it, is something I am immensely proud of. I feel it eclipses both the scope and quality of anything I’ve ever produced before." It was a lovely endeavour, and still one of my favourite games - certainly of the decade, and perhaps ever.
farcry2  writing  games  benabraham 
december 2009 by infovore
The Game of Love by Marie Mutsuki Mockett - The Morning News
"On the last day of tutoring, I asked my 15-year-old student if he knew that he had a chance to woo and win Bastila. “Really?” He thought he’d known everything about the game, but the dialogue option never registered as flirtation. His face, usually so focused with youthful liveliness, grew wary. He frowned and blinked. He wasn’t quite sure how he felt about the fact that his beloved game would contain something so foreign. So adult. " Marie Mutsuki Mockett - what a name! - writes about KOTOR, Carth Onassi, and a little bit of magic.
games  kotor  romance  bioware  writing 
november 2009 by infovore
I Played Through Left 4 Dead 2 Holding A Goddamn Gnome, by Tom Francis
"In the Dark Carnival campaign of Left 4 Dead 2, you can win a garden gnome at the fairground near the start – and there’s an achievement for carrying it all the way to the end. It is, in fact, the same goddamn gnome I carried through Episode goddamn Two, for the same goddamn reason: there was an achievement for it. By the end of that ordeal, I prayed I’d never set eyes on his (”stupid fucking”) face again – but here he is, and here I am, and here we go." Tom Francis gets the gnome achievement in L4D2, and lives to tell the tale.
games  achievements  writing  tomfrancis  l4d2 
november 2009 by infovore
The Brainy Gamer: The servant and the someday song
"...sometimes I fear our endless preoccupation with making the case for video games is self-defeating. It feels defensive and, at its worst, produces a kind of micro-culture obsession with analysis: a 24/7 bloggo-Twitter tilling and re-tilling of the same small plot of dirt. In this self-absorbed environment, each new game's worth is measured by its ability to move the needle on emergent narrative, artistic expression, genre refinement...or whatever criterion we're applying this week to prove games matter to people already convinced." Yes. Not the reason I've been taking a break from writing about it, but something that plays on my mind before I put fingers to keyboard.
games  writing  criticism  michaelabbott  blogs  navelgazing 
november 2009 by infovore
The City Is A Battlesuit For Surviving The Future - Future metro - io9
"Ah - The Big Meg, where at any moment on the mile-high Zipstrips you might be flattened by a rogue Boinger, set-upon by a Futsie and thrown down onto the skedways far below, offered an illicit bag of umpty-candy or stookie-glands and find yourself instantly at the mercy of the Judges. If you grew up on 2000AD like me, then your mind is probably now filled with a vivid picture of the biggest, toughest, weirdest future city there's ever been." Jones on future cities, collating and refining thoughts into a lovely piece of structure and rhetoric. Also, the sentence "wrapping himself in Tokyo to form a massive concrete battlesuit".
cities  comics  mattjones  colleagues  design  architecture  futurism  writing 
september 2009 by infovore
The Undeniable Case For Pink Floyd: Rock Band | Edge Online
"And if you the beat the game? An animation plays, showing Waters and Gilmour sitting at a pub, chatting like old mates. And as the screen fades to black, they share a little fist bump." Chris' column really is a lovely addition to Edge Online. This is a good one.
beatlesrockband  pinkfloyd  music  games  chrisdahlen  writing 
september 2009 by infovore
Insult Swordfighting: It's not called "Rock Band: The Beatles" for a reason -- Video Game Reviews and Rants
"I've developed a habit of delivering a drum solo at the beginning of every Rock Band track -- just a little wailing away while the song cues up. It's a way of making the songs mine. You can't do that in The Beatles. Hit a drum pad before the song starts, and nothing happens, because that sound isn't on the original recording... More important, it's the game's way of making sure that you don't dare mess with perfection! I'm not a huge fan of that attitude. Past -- and, technically, current -- Rock Band games are about engaging with the music on an equal level. This game, though, is a ball-washing of the highest order. Maybe the Beatles are more deserving of such treatment than any other band, but I don't think any band deserves that treatment. Not now that I've seen the alternatives." Mitch Krpata on his problems with Rock Band: The Beatles.
rockbandbeatles  mitchkrpata  games  music  creativity  improvisation  writing 
september 2009 by infovore
Pitchfork: Album Reviews: The Beatles: Rock Band
"The Beatles: Rock Band is the total opposite [of Rock Band 2]. The "characters" are untouchable, and the tracks don't even toss you a freestyle section. Your only choices are to get the song right, or not. Sure, it's a cliché that most videogames make you save the world, but at least in those games, you know you're needed. I've never felt less important in a game than this one." Chris Dahlen makes an excellent point in the midst of his excellent (and otherwise uniformly positive) review of The Beatles: Rock Band for Pitchfork.
chrisdahlen  savetherobot  beatles  beatlesrockband  music  harmonix  games  writing  customisation  player  focus 
september 2009 by infovore
Thunderbirds will grow a generation of mad engineers
"Thunderbirds is Rescue Fiction. All kids respond to rescue scenarios. Rescue Fiction is emotionally maturing - it removes the wish for magic, religion or flying people to zoom in to save the day; it confirms that it is a far more glorious and dazzling thing to invent ways to rescue ourselves."
engineering  engfi  science  technology  warrenellis  writing  thunderbirds  education 
september 2009 by infovore
The British Experimental Rocket Group « Matthew Sheret Online
"What an incredible thing. He and The British Experimental Rocket Group have become ideas – vague, powerful concepts that have all the potential to change the world or dissipate trying. Who wouldn’t want to be a part of that?" It is awesome when people write about your company the way you only imagined they might.
berg  matthewsheret  writing  histories 
august 2009 by infovore
How I Met My Wife
"It had been a rough day, so when I walked into the party I was very chalant, despite my efforts to appear gruntled and consolate." And so on.
language  english  grammar  linguistics  writing  negatives 
august 2009 by infovore
We'll Know When We Get There: Sincerely, John Hughes
"You've already received more letters from me than any living relative of mine has received to date. Truly, hope all is well with you and high school isn't as painful as I portray it. Believe in yourself. Think about the future once a day and keep doing what you're doing. Because I'm impressed. My regards to the family. Don't let a day pass without a kind thought about them." For many years, Alison Fields was penpals with John Hughes. This is a lovely story.
johnhughes  film  movies  writing  letters 
august 2009 by infovore
Rock, Paper, Shotgun: Bumblebird vs Man-Man » Some Stuff About Open World Games
"So to come full circle with the sense of dissatisfaction with open world games: I think the way we experience them, by comparison with linear games, says something about how our gaming imagination functions. We seem to understand that when linear games point us in a certain direction, that’s the way to go. When an open world game appears, its very structure suggests something about how we should behave, or want to behave, and predisposes us to judge on the basis of how it entices us to go somewhere that the game itself hasn’t suggested, and on how it then deals with that action." Jim on open-world gaming.
games  openworld  jimrossignol  rps  writing 
july 2009 by infovore
The Neil Kulkarni guide to being a record-reviewer / In Depth // Drowned In Sound
"Accept that everything you say will be forgotten and ignored but write as if you and your words are immortal. Don’t just describe but justify – make sure the reader knows WHY the record exists whether the reasons are righteous or rascally. And always remember you’re not here to give consumer advice or help with people’s filing. You’re here to set people’s heads on fire."
writing  criticism  reviewing  journalism  advice  tips 
july 2009 by infovore
russell davies: straight lines and the man
Russell on Joe Moran's new book, which I'm clearly going to have to read.
roads  culture  joemoran  books  writing 
july 2009 by infovore
chewing pixels » Gaming Made Me
"But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
simonparkin  games  writing  experience 
july 2009 by infovore
Just for Laughs -Jean Paul Satre's Lost Cookbook
"I have realized that the traditional omelet form (eggs and cheese) is bourgeois. Today I tried making one out of cigarette, some coffee, and four tiny stones. I fed it to Malraux, who puked. I am encouraged, but my journey is still long." How have I only just encountered this?
humour  writing  cookery  sartre 
july 2009 by infovore
Rock, Paper, Shotgun: The Force is The Method » Fuel: Around The World In Eight Hours
"I was, instead, going to see what it would take to drive around the world in a single sitting. It would have to be a single sitting because, without unlocking the game, I could not easily return to where I had driven to, or save my location. I was going to drive without the safety-net of a saved game, or even a checkpoint." Jim takes a tour of a properly big open-world; Fuel's not a game I'm very interested in for its mechanics, but the world always seemed interesting, and it's nice to have that confirmed.
games  fuel  openworld  narrative  jimrossignol  writing  exploration 
june 2009 by infovore
Have videogames and reality TV given us 'narrative exhaustion', asks legendary screenwriter Paul Schrader | Film | The Guardian
"Storytelling began as ceremony and evolved into ritual. It was commercialised in the middle ages, became big business in the 19th century and an international industry in the 20th. Today it is the ubiquitous wallpaper of the postmodern era." I still think there's some separation of plot/narrative to be considered, you can't deny Schrader makes some sensible points.
narrative  media  plot  storytelling  film  paulschrader  writing 
june 2009 by infovore
The Learjet repo man | Salon News
"For the past three decades, Popovich has been one of a secret tribe of big game hunters who specialize in stealing jets from the jungle hideouts of corrupt landowners in Colombia, Mexico and Brazil and swiping go-fast boats from Wall Street titans in Miami and East Hampton. Super repos have been known to hire swat teams, hijack supertankers and fly off with eastern bloc military helicopters. For a cut of the overall value, they'll repossess anything." As jobs go, this one is pretty extreme; it's a great article.
business  reposession  writing  journalism  economics  awesome  planes  helicopters  jets 
june 2009 by infovore
Alabaster
"The Queen has told you to return with her heart in a box. Snow White has made you promise to make other arrangements. Now that you're alone in the forest, it's hard to know which of the two women to trust. The Queen is certainly a witch — but her stepdaughter may be something even more horrible..." An interesting take on conversational IF, even if some of the most interesting endings - and best writing - his relatively cryptic to access...
games  if  interactivefiction  textadventure  writing  narrative 
june 2009 by infovore
Twittering betimes (Phil Gyford’s website)
"I thoroughly enjoy the more real time nature of these diary fragments popping up among my friends’ updates. It’s easy to picture @samuelpepys conducting his business and pleasure, travelling around London — from his home near the Tower of London to Deptford to Westminster — when he’s updating you on his progress during the day." Phil on the joy of small updates from things that aren't (quite) people.
twitter  bot  literature  writing  diary  samuelpepys  philgyford 
june 2009 by infovore
E309: the 7 things you need to know about Microsoft's press conference - Offworld
If you want a wrap-up of the Microsoft keynote, you could do no better than Brandon's wrap-up for Offworld - spot on, nicely detailed, and covering all the facts with great illustration. Whilst their titles - L4D2, Forza 3, etc - are obviously real assets, it's their commitment to the 360 as a platform in the living room that was impressive.
e3  entertainment  blog  offworld  microsoft  games  technology  media  writing 
june 2009 by infovore
The Online Photographer: The Leica as Teacher
"A year with a single Leica and a single lens, looking at light and ignoring color, will teach you as much about actually seeing photographs as three years in any photo school, and as much as ten or fifteen years (or more) of mucking about buying and selling and shopping for gear like the average hobbyist." This is not a bad point.
photography  learning  teaching  leica  writing 
may 2009 by infovore
Insult Swordfighting: FOR IMMEDIATE RELEASE
"It will [violent metaphor] you." Mitch has seen one too many press releases, methinks.
games  press  pr  e3  mitchkrpata  writing  funny  humour 
may 2009 by infovore
Dubious Quality: Family Matters
"He's going to like that album, and then he's going to ask you about The Police, and he's going to want to know why they aren't together anymore. How are you going to explain what happened to Sting? You know, when he started singing about turtles and ponies and became an obsessive Beanie Baby collector. What are you going to say?" Bill doesn't want to have to explain Sting to Eli.
thepolice  music  sting  billharris  writing 
may 2009 by infovore
Gamasutra - Features - From The Past To The Future: Tim Sweeney Talks
Jolly good interview with Tim Sweeney, with lots on ZZT (hurrah!), and, I think most interestingly lots of on building games around editors and tools - from ZZT through Unreal to the present day. I like his acknowledgments of his shortcomings as a progammer - but perhaps also his shrewdness as a manager.
gamasutra  articles  games  writing  timsweeney  epic  shareware  editors  creation 
may 2009 by infovore
Nick Sweeney · the spoken word, written down
"They preserve them as best they can, perhaps without even knowing that’s what they’re doing, but in the understanding that no archives may be kept, no histories written, and that what sustains their digital lives is the lived-out, written-down, spoken word." Reminds me of the "what five pages would you print out" conundrum, and the end of Fahrenheit 451; walking the woods, chanting entries from Encyclopedia Dramatica
internet  history  archive  writing  nicksweeney  culture  historiography 
may 2009 by infovore
Well Played 1.0: Video Game, Value and Meaning | ETC-Press (Beta)
Well Played is now out, and can be read online and purchased from Lulu. It's exactly the sort of thing I've wanted for a while - a reader for videogames, and for the actual experiential side of them - and it's got some great authors contributing pieces on a host of games. Worth your time, for sure.
games  writing  reader  stories  books  publishing  analysis  criticism 
may 2009 by infovore
GameSetWatch - Column: @Play: How To Win At Nethack
God, Nethack is far, far, far too complicated. This only reminds me why I hated it so much (compared to Rogue, or even Larn).
nethack  roguelike  games  tips  writing  overcomplicated 
may 2009 by infovore
Fullbright: Single-A games
"They're like triple-A games, but trimmed down and tightened to fit a smaller team, smaller scope, and usually a smaller audience-- to try new, interesting, and exciting approaches that the baggage of a triple-A game can almost never allow. Single-A games: they're what we need more of, and they're what The Path and Zeno Clash are outstanding examples of." I like your coinage, Steve.
stevegaynor  writing  games  independent  singlea  newwave  industry 
may 2009 by infovore
Mike Darga's Game Design Blog
Mike Darga's blog is a smart, insightful, data-driven look at game design, especially for MMOs. It's very good, and goes straight into my subscriptions.
games  blog  writing  design  play 
may 2009 by infovore
Gamasutra: Greg Costikyan's Blog - Twiggy Game: Will Videogaming's Future Look Like Boardgaming's Past?
"The Twiggy Game is a charming cultural object from a bygone era; it's also a stark representation of what went wrong with boardgames, and a stark warning for what can go wrong with games as a whole -- at least, if we fail to inculcate, in ourselves and in others who love games, an aesthetic that prizes something beyond the brand." Costikyan on the dangers of games having a 'lack of culture'.
culture  criticism  gregcostikyan  games  writing  history 
may 2009 by infovore
Ragdoll Metaphysics: JG Ballard, Boredom, And The Violent Promise Of Videogames - Offworld
"That is not to say that videogames need to be more sensationalist, more vulgar, or more crass, but that they need not fear being more transgressive, or more expressive, or more visceral. They need not to shy away from their darker depictions of our fantasies, or become embarrassed when people point out how they dwell on violence and excitement. This, the safe excursion to the gladiatorial arena, is what games do best." Rossignol on Ballard, and jolly good too.
videogames  jgballard  writing  offworld  article  ballard  jimrossignol  escapism  banality  violence 
april 2009 by infovore
BLDGBLOG: How the Other Half Writes: In Defense of Twitter
"Now that suburban housewives in Missouri are letting their thoughts be known via Twitter, it's as if writing itself is thought to be under attack, invaded from all sides by the unwashed masses whose thoughts have not been sanctioned as Literature™. In many ways, I'm reminded of Truman Capote's infamous put-down of Jack Kerouac: "That's not writing, it's typing.""
twitter  writing  bldgblog  society  people  literature  microblogging  notetaking  culture 
april 2009 by infovore
Locked Door | Rock, Paper, Shotgun
"I hate the way I’m expected to give up trying to open you when I see the words “this door has been locked from the other side” or “this door opens elsewhere”, as though they’re a command from God himself."
games  writing  mechanics  doors 
april 2009 by infovore
Versus CluClu Land: Against my Better Judgement, I Discuss Citizen Kane and Maybe Art
"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring...
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase.
art  videogames  criticism  games  iroquoispliskin  writing  citizenkane 
april 2009 by infovore
Cruise Elroy » The game that was a book
"As I tried to unravel Braid’s interstitial text I realized that solving the puzzles and understanding the text required very similar approaches. Their concealed machinations and thematic ambiguities are teased out using the same mental processes, and are part of the same overarching search for meaning. In a way, I was “reading” everything in the game. It’s not the unification of narrative and gameplay that we’ve come to expect, but it’s a refreshing and effective one." Dan Bruno has an interesting perspective on Braid; not sure I agree with it entirely, but the feelings he describes are certainly familiar.
games  braid  literature  writing  criticism  exploration  comprehension 
april 2009 by infovore
Architecting the unreal: the hubs and spokes of BioShock's Rapture - Offworld
So I'm going to be writing the odd thing for Offworld from time to time, and this is my first post, on a nice post from Steve Gaynor about architecutre, and leading players through stories with architecture alone. More to come, pop-pickers.
offworld  games  writing  me  bioshock  architecture  tomarmitage 
april 2009 by infovore
ongoing · Empty Walls
"A decade or two ago I spent some days in a “study” in an old Oxford college: bed, desk, lamp, and a window with a view of the quadrangle; nothing else. It made an impression that hasn’t faded. Among other things, I made insane, immense progress on a difficult piece of writing at the front of my to-do list. Here’s a prediction: Geek fashion in particular and intellectual fashion in general will swing hard over: from cluttered to ascetic, from high to low entropy, from library to monastery." A few thoughts from Tim Bray - not all of which I agree with - on the changing geek aesthetic.
aesthetic  space  interiors  writing  timbray  decoration 
april 2009 by infovore
Ending BioShock, by Tom Francis
Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
bioshock  games  narrative  play  storytelling  writing 
april 2009 by infovore
Robert Benchley - How To Get Things Done
"anyone can do any amount of work, provided it isn't the work he is supposed to be doing at that moment. " Yes.
robertbenchley  gtd  productivity  behaviour  writing  essay  humour 
april 2009 by infovore
GDC Takeaway: Tiny, Tiny Stories « Save the Robot - Chris Dahlen
"Many deep, sophisticated emotions can emerge from those three plots. But they should emerge in the experience, in the actions the players take, in the reactions they receive, in gestures and decisions and deaths and tasks and achieving or failing to achieve a goal. They should not emerge from people sitting around talking to each other in a cartoon." Chris Dahlen on post-GDC09 narrative.
games  narrative  story  chrisdhalen  writing  character  plot 
april 2009 by infovore
Alex Payne — Mending The Bitter Absence of Reasoned Technical Discussion
"Usenet, IRC, forums, blogs, and now media like Twitter have all been black-marked as houses unfit for reason to dwell within. And so we roll our eyes, sigh, and quietly accept the idiocy, the opportunism, and the utter disrespect for our peers and ourselves that is technical discussion on the Internet. This need not be the case. It is possible to have a reasoned technical discussion on the Internet. People do it every day, particularly in smaller online communities where social norms are easier to enforce. We can do it."
programming  discussion  argument  rhetoric  criticism  conversation  writing  alexpayne 
april 2009 by infovore
My Scrivener Setup for Novel Writing | Boomer Blogger-WineontheKeyboard
Nice post about using Scrivener for novel-writing, and a reminder as to how Targets work within it (which is handy for journalism).
scrivener  osx  novel  software  mac  writing 
april 2009 by infovore
Well Played - Forthcoming: 2009 | ETC-Press (Beta)
"The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis. By inviting contributors to look closely at specific video games and the experience of playing them, we hope to clearly show how games are well played." Looks fantastic - great selection of writers, great selection of titles, and what the games canon needs. More Like This, please!
games  writing  books  publishing  criticism  analysis  experiential 
april 2009 by infovore
Contrariwise: Literary Tattoos
"Tattoos from books, poetry, music, and other sources." As with all tattoos: some are misspelt, some are a bit blah, some are beautiful.
writing  art  tattoo  books  literature  bodyart  poetry  quotations  tattoos 
march 2009 by infovore
COPE: James Wallis levels with you » Eliza asks questions
"Her mind is a marvel and her future is going to be extraordinary. I will strive to be her Cape Canaveral, and let her carve a streak of light across the world. She will leave me far behind, and I will love her even more for it. For that, and for an infinity of other reasons, and for the wonders she will see and the fearlessness with which she will deal with them, she is my heroine." A beautiful piece from James about his daughter. I failed to do anything for ALD, and not because I wasn't thinking hard on it. I should probably explain why at some point.
children  writing  adalovelaceday  jameswallis 
march 2009 by infovore
Gamasutra - Features - Game Writing From The Inside Out
This is both good and bad in places; I'm not totally convinced by the "What would players rather shoot -- a wall, or a Nazi?" argument, but I'm very interested (as per my previous writing on Far Cry 2) in notions of non-player characters as protagonist; the player as lens through which story emerges, rather than hero of said story. Stuff to think on, for sure, but I'm still working out how to respond to this; I'm not sure it fulfils its goal of discussing "how writers and designers can collaborate smoothly and successfully"; it just shows me some examples.
design  games  writing  narrative  story  structure  protagonist 
march 2009 by infovore
One More Go: Majora’s Mask, or How to be your own hero of time - Offworld
"I hate the deep breath I have to take before asking if anyone remembers Jumping Flash or Rescue On Fractalus. I hate being the geeky bore who’s more interested in talking about games from twenty years ago than about BioShock 2 or GTA 5. But even more I hate the waste of modern game development, of watching talented teams burn time and energy reinventing wheels previously perfected by men now in their 60s."
design  play  writing  history  historiography  game 
march 2009 by infovore
Is This the Best Customer Service Email Ever? | crackunit.com
"It’s totally fantastic. It’s like someone’s got totally shitfaced on logistics-booze and then sat down and written an email." I think it all depends on your definition of "best", but Iain gets bonus points for "shitfaced on logistics booze".
writing  rubbish  langauge  customerservice  southerntrains  incomprehensible 
march 2009 by infovore
Dubious Quality: Killzone 2: I Live For This Shit!
"I would be very interested in seeing a BSD game that introduced some moral ambiguity, or unexpected and painful consequences. I'd love to see a game where you start off with balls in full swing, then slowly start to realize that--mother*ucker--you're on the wrong side." Bill Harris gave up on Killzone 2. I'm mainly linking to this just because of the coinage of "BSD" as a genre, which is perfect.
games  writing  billharris  bsd  killzone2  machismo 
march 2009 by infovore
Pulse Laser: Fantastical Design
"Sometimes, it’s worth joining the dots between a few things you find." If in doubt, make a story out of nice things you saw. In this case: a quick exploration of the fantastical in design. With lots of pictures!
design  writing  schulzeandwebb  timhunkin  fantastical  heathrobinson  rubegoldberg 
march 2009 by infovore
Spectre Collie » Blog Archive » On Brevity
"Just because a line is functional doesn’t mean it can’t be clever, funny, insightful, or dramatic. The real art of videogame writing is being aware of the context: understanding how, when and where the line is going to be used, and how to compensate for the times you have no control over when the line is played." A nice piece on writing for games, and brevity (or a lack of it).
games  writing  dialogue  brevity  relevance 
march 2009 by infovore
Wax on the Arm | Gamers With Jobs
"I smile. I didn't fool him in the slightest. But it doesn't matter. I didn't fall. Wax on the arm." Lovely.
games  music  writing  culture  marriage 
march 2009 by infovore
Hit Self-Destruct: Domestic City, Part One
Wonderful, delightful, charming writing from Duncan Fyfe; this, and the eight chapters that follow it, are pretty essential, and they're nice and brief. Speculative fiction about games, culture, and the future. And fandom.
games  writing  culture  society  lovely  speculativefiction  duncanfyfe 
march 2009 by infovore
InterText v5n1: Two Solitudes by Carl Steadman
A story, between two people, told through email. Not looking like email; actually, originally, told over email. Now, it can only be read in order - but once, it would have been delivered. Can't imagine how striking it might have been.
writing  narrative  fiction  stories  email  carlsteadman 
march 2009 by infovore
Gamasutra - Analysis: Tabula Rasa 's Final Moments - A Firsthand Account
"It is probably safe to say that, despite decades of ever more spectacular Hollywood visions of extra-terrestial domination, humanity in its worst nightmares never imagined it would have to contend with spawn-camping aliens." Chris Remo documents the end of Tabula Rasa from the frontlines.
games  writing  mmo  journalism  apocalypse  tabularasa  end 
march 2009 by infovore
Pulse Laser: The Utility of the Unfinished
"How finished an artefact is is an important indicator of its relationship to the world: not just an indication of where it is in its lifecycle, but also one that explains how it should be understood, and that opens a dialogue between the observer and the artefact." Me, on Pulse Laser, talking about unfinished states as conversation tools, amongst other things.
design  writing  wear  schulzeandwebb  dialogue  conversation  patina  unfinished 
march 2009 by infovore
Grand Text Auto » The Tell-Tale Brick
"This is not a book about the VCS, nor breakout, nor video games and video game culture; it is a chronicle of the experience of that entity we might call “the player.” Oddly, there is little I can take from it in terms of approaches to video gaming or thoughts on the VCS Breakout. But it did enlarge my perspective and help me think about physiological, cognitive, and, let us say, monomaniacal aspects of video game play. Nervous, very dreadfully nervous Sudnow has been, but why would I say that he is mad?" Sudnow passed away very recently; I really ought to read his book, more than ever.
games  writing  criticism  books  arcade  davidsurnow  ethnography  breakout 
february 2009 by infovore
Video Games I Quit On: Force Unleashed | My Chemical Romance
"I shouldn't even explain it- you should probably just youtube some gameplay footage if you're interested and watch the insanity." Gerard Way on quitting Force Unleashed - and hinting that he's going to talk more about other games he's given up on. That should be interesting.
games  writing  mychemicalromance  failure  gerardway  defeat  frustration 
february 2009 by infovore
One More Go: World of Warcraft, home is where the hearth is - Offworld
"Warcraft’s success has always been substantially due to the extraordinary physicality of Azeroth, to the real sense of land transversed, of caves discovered, and of secrets shared. Players old and new bemoan the endless trudging that low-level travel requires, but it’s crucial for binding you to the world." Yes. Despite QuestHelper, I'm always in awe of the new areas. I just wish more people were playing the game as slowly and badly as me. Another beautiful One More Go, and one that resonates a lot right now.
games  writing  place  wow  worldofwarcraft  home  onemorego  azeroth  belonging 
february 2009 by infovore
scraplab : sometimes
"Sometimes, when the wind is warm and low, when the gear ratio is perfect and the tyres pumped, and when the road is soft and quiet, I feel weightless."
writing  tomtaylor  cycling  calm 
february 2009 by infovore
GameSetWatch - Column: 'Homer In Silicon': Blue Lacuna
"There are no cut scenes, no uninteractive passages, no portions where the characters are essentially "switched off" and indifferent to what the player does. Everything counts. Everything is part of the story." Excellent Emily Short piece on Blue Lacuna
games  writing  storytelling  narrative  interactivefiction  if  bluelacuna 
february 2009 by infovore
For Whiskey, Everything in Its Place - The Pour Blog - NYTimes.com
"...after careful consideration [the editors in charge of style guidelines at the NYT] decided to alter our style. As of now, the spelling whisky will be used not only for Scotch but for Canadian liquor as well. The spelling whiskey will be used for all appropriate liquors from other sources." As it should be.
writing  language  nyt  journalism  whisky  english  style  spelling 
february 2009 by infovore
Scribblenauts Preview - Page 1 // DS /// Eurogamer - Games Reviews, News and More
I can't really quote from it, but you need to read this; it's the most deliciously bonkers concept, and if they pull it off - which seems like it might just be possible, given the level of detail they talk about the game at - it could be properly magical. Lovely preview, too.
games  ds  nintendo  writing  creativity  drawing  brilliant  scribblenauts 
february 2009 by infovore
One More Go: Rhythm Tengoku, or Why plucking the hairy onion makes a new woman out of me - Offworld
"...it turns out that a GBA and a cart isn’t any more use than a GBA on its own. It’s only when you build a machine out of a GBA and a cart and a me that you’ve got a real Rhythm Tengoku Machine. Bolt those three components together and you’ve built an entirely new organism, an extraordinary creature who can shoot ghosts, dance with monkeys, and climb stars like staircases."
games  play  writing  hardware  offworld  gba  rhythmtengoku 
february 2009 by infovore
The connected book (and how to make soda water) - Boing Boing
"Slowly, over time, a page typeset in 1771 might start to get a whole new life, thanks to the growing authority we grant it through that elemental gesture of making a link." And this is why we need to empower the socialised book, not just through Google Books, but through the physical things themselves.
writing  books  publishing  research  google  stevenjohnson 
january 2009 by infovore
Ragdoll Metaphysics: Soap Opera & The Sims - Offworld
"Imagine it: instead of text adventures and MUDs being designed to entertain MIT students and 23-year old computer engineers, they fall into the hands of bored housewives and teenage girls... This time there are romantic text adventures, digital doll's houses, dating games. Card deck games where you collect friends, or Versace. The trend continues and the licences that get picked up are not action movies, but those of popular soap operas: Not just hot teenage stuff like 90210, but Guiding Light, Days Of Our Lives, and One Life To Live. This is a games industry completely different to our own, and yet somehow... plausible." Jim Rossignol on the soap-as-game.
games  writing  offworld  alternatehistory  jimrossignol  soapopera  thesims 
january 2009 by infovore
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