fun
Follow the fun
An Article by Dave RupertAnother great dissertation from Mark Brown of Game Maker’s Toolkit: The Games that Designed Themselves. It’s the radical idea that designers should ignore their preconceived notions and look to the game itself to find out where the development should lead. How does something design itself? Well… the answer is: Prototypes.
A lot of great indie game masterpieces are the result of experimentation and early gameplay demos that changed the course of game’s development. As Brown points out, there’s a whole history of groundbreaking games that were developed “almost by accident” where bugs and glitches were turned into features.
Exit pages
An Idea by Brad EnslenToday I made an Exit page. So many people end their visit by hitting the Back button on their browser. The exit page is a last attempt to get them to explore the Blog Directory to find an entertaining blog. Or failing that to try a search on a search engine they may have never tried before.
The Whimsical Web
A Website by Max BöckA curated list of sites with an extra bit of fun.
APL386 Unicode
A Font by Adám BrudzewskyAPL font based on Adrian Smith's APL385 font with a fun, whimsical look, inspired by Comic Sans Serif.
APL (named after the book A Programming Language) is a programming language developed in the 1960s by Kenneth E. Iverson. Its central datatype is the multidimensional array. It uses a large range of special graphic symbols to represent most functions and operators, leading to very concise code. It has been an important influence on the development of concept modeling, spreadsheets, functional programming, and computer math packages. It has also inspired several other programming languages.
The Taft Test
A Tool by Maciej CegłowskiDoes your page design improve when you replace every image with William Howard Taft?
Party in a shared google doc
An Article by Marie FoulstonIn the absence of the cultural spaces my work usually occupies, I’ve found myself chasing the social rituals they evoke and the reverence they embody through abstract digital recreations and pastiche. In these spaces, familiar feelings and experiences reverberate and mix with new ones.
They are events that all at once feel both practical and absurd.
In a time of such flux and uncertainty, maybe that is as good a place as any to be.
On Taste
The only problem with Microsoft is they just have no taste. They have absolutely no taste, and what that means is — and I don’t mean that in a small way, I mean that in a big way — in the sense that they don’t think of original ideas, and they don’t bring much culture into their product. And you say “well why is that important?” Well, you know, proportionally spaced fonts come from typesetting and beautiful books, so that’s where one gets the idea. And if it weren’t for the Mac they would never have that in their products.
And so I guess I am saddened, not by Microsoft's success — I have no problem with their success. They have earned their success — I have a problem with the fact that they just make really third-rate products. Their products have no spirit to them, no spirit of enlightenment about them. They are very pedestrian. And the sad part is that most customers don’t have that spirit either. But the way that we’re going to ratchet up our species is to take the best and to spread it around to everybody so that everybody grows up with better things, and starts to understand the subtlety of these better things. And Microsoft is McDonald’s.
So that’s what saddens me — not that Microsoft has won, but that Microsoft’s products don’t display more insight and more creativity.