19
2010
18
2010
06
2010
The Irony of Beauty
This is an astounding metaphor for our culture and the gravity of our situation as lifeforms on a planet we know next-to-nothing about:
enveloped by the inelegance of our current technology, with wires and all kinds of ugly schwack running up and down the walls surrounding and protecting him, Ed Lu is aboard the International Space Station. Technically, he IS out of our atmosphere and orbiting in space, though, he is only BARELY off-world. Consider the resources and history it took just to get him THIS far.
Meanwhile, he engages in this arguably “unproductive” act of pure beauty, playing a sonata written by a composer who’s been dead almost 200 years.
Ever so slowly but surely, this clip seems to make it all worth it:
05
2010
03
2010
24
2009
20
2009
Rules

Bruno Faidutti has written his thoughts about the merits of designing rules simply and with particular clarity:
The essence of a game is in its rulebook – the rules of the game are autonomous, complete, finite and known by all players. This may even be what makes games different from most other human activities, whose rules are never as autonomous, as complete, as finite and as clear, which may explain why the latter are often more burdensome and frustrating than the former. This game rules set is virtual, and is the fundamental creation, half literary and half logical, of the game’s author. It has to be explained to the gamers as fast, clearly and completely as possible. The main way to do this is the written rules set. Let’s talk now only of this written rulebook, or at least rule sheet.
read the rest of his editorial here if you wish
via @metagaming


