infovore + writing + design 19
Hard Copy, pt. 1 – Quinns
29 days ago 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
29 days ago 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
The City Is A Battlesuit For Surviving The Future - Future metro - io9
september 2009 by infovore
"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
Gamasutra - Features - Game Writing From The Inside Out
march 2009 by infovore
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
march 2009 by infovore
"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
Pulse Laser: Fantastical Design
march 2009 by infovore
"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
Pulse Laser: The Utility of the Unfinished
march 2009 by infovore
"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
Future of Video Game Design - Jason Rohrer's Programming Online Games - Esquire
november 2008 by infovore
"Rohrer is trying to make art in a medium that most people don't even think is capable of art. He can create this space of pure freedom, as artists have done in the past -- isolation, introspection, ascetic poverty. But ultimately he has to send these works out into the world, and people have to respond to them. And right now the audience doesn't know what to do with them." Fantastic writing from Esquire; mature, sensible, and at no point apologist.
games
jasonrohrer
design
writing
esquire
art
november 2008 by infovore
adaptive path » death to lorem ipsum & other adventures in content
june 2008 by infovore
"...words are a critically important driver in the success of the end user experience, and therefore a writer is a critically important player in the beginning. Period." Spot on stuff here - makes me feel guilty for being lax on copy on some recent work.
design
copywriting
copy
usability
interaction
interface
writing
june 2008 by infovore
technology is what makes us human
june 2008 by infovore
"What I want to argue is that humans are uniquely talented at ‘thinking with our hands’, and its wrong to discard ‘intuitive’ engineering as a historical curiosity." Tim Hunkin, on fire, about the importance of making.
engineering
tools
technology
making
design
craft
craftsmanship
writing
essay
timhunkin
june 2008 by infovore
Water Cooler Games - Chris Crawford's Nine Breakthroughs
april 2008 by infovore
Some great points here, especially 1, 2, and 3, which apply equally to many forms of design.
chriscrawford
games
design
play
interaction
language
writing
april 2008 by infovore
adaptive path » blog » Peter Merholz » Our Forthcoming Book: Subject to Change: creating great products and services for an uncertain world
february 2008 by infovore
"The book addresses our philosophy in creating products and services, the importance of the right kinds of research, of making design an organizational competency, [and] of thinking of your offerings as part of a larger system..." Looks good!
adapativepath
servicedesign
design
services
products
experience
book
writing
february 2008 by infovore
Rands In Repose: Out Loud
february 2008 by infovore
"Developing a compelling presentations involves a series of decisions and exercises to align your head with the fact that you’re delivering your content directly to people. No internet. No weblog. Just you." Rands on presentations and speeches.
presentation
talk
speaking
speech
speeches
preparation
outlining
design
writing
february 2008 by infovore
Fimoculous.com - misc - Gaming The System
october 2007 by infovore
Rex Sorgatz on his essay in Wired, where he suggests that "gaming has become the prevailing narrative of our time."
games
play
writing
design
culture
society
october 2007 by infovore
cityofsound: A birth, in 13 places
july 2007 by infovore
"I thought I would write a little about how the places and spaces that were familiar to us had begun to warp and twist in entirely new ways, and how I experienced new, unfamiliar places as a result of the birth."
architecture
design
birth
personal
writing
london
city
experience
july 2007 by infovore
The Elements of Style for Designers - Boxes and Arrows: The design behind the design
august 2006 by infovore
"Write with nouns and verbs, not with adjectives and adverbs. The adjective hasn’t been built that can pull a weak or inaccurate noun out of a tight place." - Thank you, EB White.
writing
design
IA
informationarchitecture
interaction
august 2006 by infovore
Interactive Fiction: First-Timer Foibles
july 2006 by infovore
A nice look at some common stumbling blocks in IF
if
interactive
fiction
writing
game
design
july 2006 by infovore
Bruce Sterling. The Wonderful Power of Storytelling
march 2006 by infovore
Must read this - games and storytelling. Bruce is currently blowing me away at Etech06
games
storytelling
writing
narrative
narratology
text
design
march 2006 by infovore
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