Follow the fun An Article by Dave Rupert daverupert.com Another 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. The game discovering itselfBuilding is never a straight lineGame feel gamesfun
Game feel An Article by Dave Rupert daverupert.com How do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry. Follow the funFollow the brush prototypesmakinggames
Technical debt as a lack of understanding An Article by Dave Rupert daverupert.com "If you develop a program for a long period of time by only adding features but never reorganizing it to reflect your understanding of those features, then eventually that program simply does not contain any understanding and all efforts to work on it take longer and longer.” — Ward Cunningham softwareprocesscode
The Web is Industrialized and I Helped Industrialize It An Article by Dave Rupert daverupert.com In our cultural obsession with billionaire entrepreneurs we laud new features more than the maintenance and incrementalism work of making old features better and more accessible. Maintenance looks like red minus signs in the spreadsheet. New features look like green plus signs. New features look better on our LinkedIn profiles. New features have that pizzazz, baby. When gardening, the building of planters and initial planting is a very short process. The majority of your time is spent nurturing and monitoring growth. I personally feel the struggle between maintainer work and new shiny feature work. I enjoy that new feature smell but I know that my day-to-day is more like a janitor on a boat mopping up someone else’s barf. In terms of metaphors, the gardening metaphor is certainly better, and it acknowledges that design and development still tend to be more creative endeavors. featuresnoveltywww
A Burglar's Guide to the City A Book by Geoff Manaugh burglarsguide.com To commune with the spaceEvery building is infinitePutting the streets to useTopology by other meansBurglary's White Whale+13 More Picking locks with audio technologyThe axis of movementLearning to walk through walls architecturecitiesurbanismcrimetheft
To commune with the space ...having realized long ago that the best way to commune with an architectural space was by breaking into it. crime
Every building is infinite For the burglar, every building is infinite. House of Leaves architecture
Putting the streets to use Tad Friend writes, if you build “nine hundred miles of sinuous highway and twenty-one thousand miles of tangled surface streets” in one city alone, then you’re going to find at least a few people who want to put those streets to use. This suggests that every city blooms with the kinds of crime most appropriate to its form. Burglary's White Whale transportationurbanismcrime
Topology by other means The burglar is a three-dimensional actor amid the two-dimensional surfaces and objects of the city. This means operating with a fundamentally different spatial sense of how architecture should work, and how one room could be connected to another. It means seeing how a building can be stented: engineering short-circuits where mere civilians, altogether less aggressive users of the city, would never expect to find them. Burglary is topology pursued by other means: a new science of the city, proceeding by way of shortcuts, splices, and wormholes. spacetopology
Burglary's White Whale If all cities already contain the crimes that will occur there, then, taken to its logical conclusion, this suggests there might be a kind of Moby-Dick of crime, a White Whale of urban burglary: a town or city so badly designed that the entire place can be robbed in one go. Putting the streets to useInvisible Cities
Tarzan of the concrete jungle Weissmuller was most famous for playing Tarzan, and swinging into his apartment from a ledge outside had a wild irony, like some new Tarzan of the concrete jungle updating the character for an urban age.
The source code for SimCity Local Code was Sorkin’s attempt to design a whole city from scratch—with one big twist. The whole thing had been written as if it were the byzantine, nearly impossible to follow codes and regulations for an entire, hypothetical metropolis. The effect is like stumbling upon the source code for SimCity. Sorkin’s exhaustively made point was that, if you know everything about a given metropolis, from its plumbing standards to its parking requirements, its sewer capacity to the borders of its school districts, then you could more or less accurately imagine the future form of that city from the ground up. Local Code: The Constitution of a City at 42º N Latitude rulesregulations
Architectural dark matter Every building had its rhythms. These service corridors were the internal hinterlands—the architectural dark matter—so beloved by Bill Mason. Sonorisms I euphonyinfrastructure
Vamburglars Burglary was originally only possible in a household or dwelling; the very word contains an etymological variant on the Latin burgus, for “castle” or “fortified home” (from which other words, such as burgher and even borough, also derive). Common law definitions of burglary also originally required the person to break into a house or dwelling at night. Giving historical burglary an oddly vampiric dimension, you could not, legally speaking, be a burglar while the sun was still out. darkness
The close Think of it as an invisible geometric shape perceptible only to lawyers—a conceptual pane of glass that might not have kept the rain out but could, for legal purposes, be used to define the original limits of the car’s interior. This is the close, and defining it is ultimately just a form of connecting the dots: drawing an imaginary line from the corner of an open window to the edge of a nearby wall to the front gate of a home garden, and so on. Breaking the close thus constitutes entry into a “protected interior” or “specified enclosure". law
To deter crime “To deter crime,” Cisneros explains, “spaces should convey to would-be intruders a strong sense that if they enter they are very likely to be observed, to be identified as intruders, and to have difficulty escaping.” Eyes on the street
Architectural sequences Noted designer and architectural theorist Bernard Tschumi would call the predictable repetition of events inside an architectural space a sequence: a linear series of actions and behaviors that are at least partially determined by the design of the space itself. Architectural screenplays architecturebehaviorux
Architectural screenplays Tschumi began to explore this notion through what he called screenplays: each “screenplay” was a black-and-white diagram breaking down a range of events that might occur inside an architectural space. Tschumi drew them in a way that resembled dance notation or the spatial analysis of a film scene. Architectural sequences
The City of Light Streetlights were one of many new patrol tools implemented by Louis XIV’s lieutenant general of police, Gabriel Nicolas de la Reynie. De la Reynie’s plan ordered that lanterns be hung over the streets every sixty feet—with the unintended side effect that Paris soon gained its popular moniker, the City of Light. The world’s most romantic city takes its nickname from a police operation. urbanism
Spatial expectations Loya, who served seven years in prison for multiple bank heists before becoming a writer, explained to me that it was during the getaway that he often had the best chance of thwarting people’s spatial expectations. In his case, this meant that what he did immediately after leaving the bank was often the most important decision of all. Bandits
The getaway to end all getaways Any attempt to track down the perfect getaway is made all the more complex because almost everything we know about burglary—including how they did (or did not) get away—comes from the burglars we’ve caught. As sociologist R. I. Mawby pithily phrases this dilemma, “Known burglars are unrepresentative of burglars in general.” Great methodological despair is hidden in such a comment. Studying burglary is thus a strangely Heisenbergian undertaking, riddled with uncertainty and distorted by moving data points. The getaway to end all getaways—the one that leaves us all scratching our heads—to no small extent remains impossible to study. failure
Every heist is a counterdesign Heists obsess people because of what they reveal about architecture’s peculiar power: the design of new ways of moving through the world. Every heist is thus just a counterdesign—a response to the original architect. crimearchitecture
All the things we want to do This is precisely where “burglary” becomes a myth, a symbol, a metaphor: it stands in for all the things people really want to do with the built environment, what they really want to do to sidestep the obstacles of their lives. Rage rooms urbanismlife