infovore + writing + design   19

Hard Copy, pt. 1 – Quinns
"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
"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
"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
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 - 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
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
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
Future of Video Game Design - Jason Rohrer's Programming Online Games - Esquire
"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
"...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
"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
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
"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
"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
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
"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
"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
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
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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