“There once was an unknown company in Hong Kong that made a bag of weird animal-things that were then sold in what once were called dime stores or variety stores for like $.99. I know of four other very early monsters based on them. Gary and I talked about how hard it was to find monster figures, and how one day he came upon this bag of weird beasts…He nearly ran home, eager as a kid to get home and open his baseball cards. Then he proceeded to invent the carrion crawler, umber hulk, rust monster and purple worm, all based on those silly plastic figures. The one that I chose was known in the Greyhawk campaign as “the bullet” (for it’s shape) but had only amorphous stats and abilities, not being developed. Gary told me to take it home, study it, and decide what it was and what it could do.”
(via Tony DiTerlizzi, Never Abandon Imagination – Owlbears, Rust Monsters and Bulettes, Oh My!)
toy begat game
Mechanical Engineering, Yale.
I already talked at length about The Stanley Parable on NPR’s All Tech Considered blog, but I feel a revisit is necessary for this video from Errant Signal. OK, it’s a month old, but it is the best analysis and dissection of the game I have seen so far. If you have 20 minutes to spare give it a watch, especially if The Stanley Parable still has you scratching your head.
stored here for after I’ve played
Interview with Manuel De Landa (1999)
I would never speak of “power” in general, or of “the State” in general, but only of specific “institutional ecologies” comprising a heterogenous mixture of bureaucracies, markets, antimarkets, prisons, schools, factories, hospitals etc., and of specific exercises of power within and between these organizations. In a sense, the most important contribution of my book may one day be that it gets rid of abstract notions of power (such as “the capitalist system”, and of “capitalist power”) and replaces it with a more concrete analysis of institutional dynamics (e.g. replacing “the capitalist system” with a mixture of markets and antimarkets, in which only the latter are seen as a source of exploitation and oppression, and both in very concrete, strategic terms.) In a way this is an attempt to cut the enemy “down to size”, to avoid talking of the “power of the State” (or of “Global Capitalism”) and instead focus on specific bureaucracies and economic institutions with both weaknesses and strengths.
[…]
We have extremely naive views about the economy, for example. We feel happy to simply speak about the “capitalist system” or “commodification”, when the reality of economic history (as uncovered by Fernand Braudel, for example) is much more complex and full of opportunities. There are alternatives to the corporate model, such as a region of contemporary Italy called Emilia-Romagna, dominated by small businesses competing against each other not in terms of costs and reaping economies of scale, but in terms of product design and a concentration of creative people in a region (a model known as “economies of agglomeration”). Now, this region of Italy was put together over the last thirty or so years on the basis of experimentation: it was not planned from above (though local governments did play catalytic roles) and it was not guided by theory. Yet, our obsolete economic ideas prevent us from seeing how innovative this region is, and bias us to see in Emilia-Romagna just another form of “capitalism”, or to dismiss it as a short-lived utopia. But a deeper understanding of economics has the opposite effect: it shows that past history is full of “Emilia-Romagnas”, that our economic choices were never between “capitalism” and “socialism”, but were more open than that.
Women make up 45% of the gaming community and 0% of the protagonists of the 25 biggest games of the year.
“Yes, but that’s still a minority! If more women played video games, there would be more reason to have female protagonists!”
Men make up 35% of the cinema audience and 84% of the protagonists of the 25 biggest movies of the year.
Guillermo Del Toro created this sketch for his Left Hand of Darkness adaption of The Count of Monte Cristo that he undertook after his father was kidnapped in 1997.
some more homages to a square, these with Agnes Martin in mind. they have much less finesse than her paintings, though. the one on top got out of control. it worked better when I reset the rotation to zero at the bottom of the loop. also, hints of green can be perceived at the adjacencies of ochre and blue.