By drawing our attention to how we read and define video games, the contradictions in The Path deconstruct the category "game"—a hallmark of postmodern texts.
- eduardo omine
I'm getting the sense that video game development platforms are beginning to have an impact far beyond games. What if data visualization experts like Tom and the other Stamenites got into game platforms and piped some data in, and then someone like Matt Biddulph from Dopplr piped in some workflow functionality... that could be awesome! Using the metaphors and language of game development environments and applying them to functional, interactive manipulation of information, and not just for exploration of data but actually doing things with it, is probably something that is happening already in some corporate design research studios such as Microsoft, Apple, Nokia and the like. Though I get the sense they are approaching it from the Immersive Computing Environments angle (3D operating systems, etc... the kind of stuff you see in a Steven Spielberg film.)
- eduardo omine
The funny thing is, when we do these comparisons, we tend to pick the middle price. He talks about a number of experiments he conducted and gives a few real world examples. One quick reference is to a restaurant consultant. The consultant explained in a New York Times article that he could raise a restaurants revenue by adding high priced dishes. The people would not necessarily order the new higher priced dishes, but by putting them on the menu, he increased the sales of the second most expensive. In comparison, they were less expensive. Another example involved a breadmaker at Williams Sonoma. When the company introduced the product, bread makers were new to the market and no one had anything to compare it to. There was only one model and it cost USD 275. It failed to sell. The company then introduced a similar "upgraded" breadmaker for USD 475 and it didn't sell either, but sales of the USD 275 breadmaker took off. It seemed like a bargain. Ariely calls this the decoy effect.
- eduardo omine
Because the video-game industry lacks something even more crucial than respect: a basic grammar of emotion. Film has it, novels have it, songs have it: heroes to idolize and imitate, codified bodies of knowledge you can soak up over a lifetime or try to have dumped into you at an M.F.A. program or film school. But a game-maker is in a different position altogether. Nowhere to look. No place to start. "We just have no idea," says Chris Hecker, who spent the last five years working alongside gaming god Will Wright on the hugely ambitious, sprawling Spore. "The question I have is, Are games in fifty years going to be recognizable? Is there a game we'll look back at in fifty years and say, yeah, that was the model?" Here is Jason Rohrer's audacious bet: no. The models don't exist. So he's setting out to build them.
- eduardo omine
Public Enemy loves the Funky Drummer so much they use it on seven different tracks, and they namecheck it in the first verse of “Fight The Power”.
- eduardo omine
An ongoing debate rages about which is "better": single-player or multi-player games. Well-known MMOG designer Raph Koster has argued that single-player games are an "historical aberration" wrought by unconnected computers. People, the argument goes, have played games together since the dawn of history as a way of testing roles and enacting traditions. Theorists of play like Johan Huizinga and Brian Sutton-Smith have made similar observations, studying the ways play is central to human culture rather than set apart from it.
- eduardo omine
A genius has three abilities, which are actually the union of amateur and scientist: 1. to know the state of the art, what is known and what is not known. 2. To be able to think "out of the box". 3. To be disciplined enough to concentrate on the tedium of a formal investigation of his wondrous speculations.
- eduardo omine
Yokoi held that toys and games do not necessarily require cutting edge technology; novel and fun gameplay are more important. In the interview he suggested that expensive cutting edge technology can get in the way of developing a new product.
- eduardo omine
On one hand, formulating, revealing or suggesting the synchronic or diachronic relationships that give context to aesthetic rather than technological explorations; while at the same time, offering a variety and heterogeneity instead of the repetitiveness of a selection whose sole criteria is that of an archaeology of computer animation. The aim is to break with the trivialised perception of the early cybernetic aesthetic - formalist, decorative or psychedelic - still widely held today.
- eduardo omine
When the world was young, nothing seemed possible, because possibility did not yet exist. There was only the immediate exchange between need and needed, between what was felt and hungered for and what could be grasped close at hand. Possibility came into being only when need could be delayed, when one could be hungry and wait to get the food one wanted to eat. Possibility is the acceptance of delay, acceptance of gratification’s postponement, for a reason. When the world was young, there was no reason, as it was not needed, as long as gratification was easy. Reasoning became a need only when gratification became difficult, and only after the resulting wave of panic. Reason is the result of panic, in that it is the only way to keep panic from spinning out of control and consuming entirely our vital energy. Reason enables us to delay desire, to wait, to dream, and to plan.
- eduardo omine
Complaining is easy. Offering solutions is the tough part. When we have an idea about how to improve a specific web site or concept, we post our pro bono "better" design comp here.
- eduardo omine
‘If you put something in a CD player the people will probably think that it's music… If you put something in frame and hang it in a gallery, the people will think that it's a painting. And they will dedicate a particular attention to it, with respect to that they dedicate for the screens of their computer and for their shoes.' – Brian Eno
- eduardo omine
I expect you not only to master music; I expect you to save the planet. If there is a future wave of wellness on this planet, of harmony, of peace, of an end to war, of mutual understanding, of equality, of fairness, I don’t expect it will come from a government, a military force or a corporation. I no longer even expect it to come from the religions of the world, which together seem to have brought us as much war as they have peace. If there is a future of peace for humankind, if there is to be an understanding of how these invisible, internal things should fit together, I expect it will come from the artists, because that’s what we do.
- eduardo omine
Photosounder is a one-of-a-kind image-sound editing program. It is unique in that it opens images and sounds indiscriminately, treats and processes them as images, and synthesizes them as sounds. Sounds, once turned into images, can be powerfully modified to achieve effects and results that couldn't be obtained in any other way, while images of all sorts reveal the infinite kinds of otherworldly sounds they contain. Ultimately, knowing how sounds look and how images sound, you'll be able to create images that sound like what you want to hear, or like what you couldn't imagine to hear.
- eduardo omine
My focus as an architect has always been to consider what I’ve called the “software” of space (sounds, smell, light, temperature, electromagnetic fields, social relationships, etc.) rather than the “hardware” (floors, walls, roof, etc.) as it has traditionally been considered.
- eduardo omine
The Manual (How to Have a Number One the other Easy Way) is a 1988 book by The Timelords (Bill Drummond and Jimmy Cauty), better known as The KLF. It is a tongue-in-cheek step by step guide to achieving a No.1 single with no money or musical skills, and a case study of the duo's UK novelty pop No. 1 "Doctorin' the Tardis".
- eduardo omine