The Love Song of J. Alfred Prufrock A Poem by T.S. Eliot www.poetryfoundation.org A pair of ragged clawsDo I dare disturb the universe?That is not it at allI have heard the mermaids singing lonelinessmelancholy
The Waste Land A Poem by T.S. Eliot www.poetryfoundation.org HURRY UP PLEASE ITS TIMEA handful of dustWho walks beside you?Has it begun to sprout?Fragments solitudesociety
Human kind cannot bear very much reality A Fragment by T.S. Eliot www.coldbacon.com Go, go, go, said the bird: human kind Cannot bear very much reality. Time past and time future What might have been and what has been Point to one end, which is always present. realitytime
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