| characters: 2000-2010 |
[Apr. 6th, 2010|03:15 pm] |
Here's a question I've been wanting to ask for a while: Who is your favorite fictional character-- from any form of media --whose first (or only) appearance was within the last ten years? |
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| roadtrip music |
[Apr. 4th, 2010|11:58 pm] |
Have been spending time this week digging through my current iTunes library (~12,000 songs) looking for the tracks that sound the best when on the road. Have come up with an "On The Road" playlist of around 2,400 songs. Now I just need a six-day roadtrip to test it all out.
[Note: I don't actually prefer giant playlists like that; they're too unshapely. So the On The Road playlist will actually form the raw material from which iTunes will auto-generate a "Smart Road Playlist," which will be a more-manageable 25 songs in total. So it can really be tested out perfectly fine on a shorter roadtrip of about two hours.]
Anyone want to recommend a favorite album to listen to while driving?
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| i made this, part three: "inevitable" |
[Feb. 2nd, 2010|12:20 pm] |
Inevitable is a board game, set in a slapstick dystopian future.
Inevitable is a work of commentary, satirizing the contemporary landscape of corporate and political power.
Inevitable is a device which uses what Matthew Kirschenbaum would call the "procedural granularity" of complex rule-systems to produce robust narrative experiences in a deep imaginary world.
"Inevitable is a game of layers within layers; the product of analysis, deconstruction, reconstruction, and meta-analysis. [It] overtly and covertly works to thwart you and subvert the board game experience overall." Jonathan Leistiko, the game's co-designer.
So... what is Inevitable, really? It's something that I began designing a long time agothe earliest sketches I own of Inevitable materials are from 1988. It's something I have continued to tinker with, on and off, throughout the years: it enjoyed heavy play and extended development with my college crew circa 1991-1993, and then went into a re-development process in 1999-2000, right after I finished up with graduate school. Now it's alive again, and slouching towards a commercial release. It has a dedicated website and you can follow it at Facebook.
Is it playable? It is playable! I just playtested it again this Sunday.

Is it perfect? No, it's not perfect. (These recent playtests have reminded me often of game designer Jesse Schell's "Rule of the Loop," in which he declares that "The more times you test and improve your design, the better your game will be.") But tinkering incrementally with a long-running piece of design feels strangely satisfying at this point in my life.
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| i made this, part two: a baby book |
[Jan. 28th, 2010|08:47 pm] |
Not long ago, I wrote the following on Facebook: "As someone who does not have children and who does not particularly like babies, one would not think I would be a good person to illustrate a baby book. And yet I think I did a surprisingly good job."
Yes, it was an improbable turn. But my collaborator Amy L. Clark had written a baby book, and needed some illustrations, and I've been trying to draw more, so... we came together on it.
She wrote passages like this: "Eventually, you became a child. Most people are so busy being children that they end up being young people for a long time. There are important things to do during a childhood, some fun, some scary, some mysterious, some which require practice, many of which make a bit of a mess. You _______ and once you ________."
and I accompanied her passages with illustrations like this:

See four other illustrations (and the accompanying text) here. Copies of this baby book are not presently for sale, but if that changes you'll of course hear about it.
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| i made this, part one: "know your polyhedra" six-button set |
[Jan. 23rd, 2010|02:48 pm] |
OK, so this is the part where I start talking about things I've made, like I promised.
First up is my recently completed six-button set, "Know Your Polyhedra." Anyone who has done much in the way of tabletop gaming should instantly recognize the commonality between these six dice geometric solids:

They come in a nifty little packet with a hand-numbered inlay card:

Mostly I just wanted to show these off, but if you're enough of a math nerd or a gamer geek that these make you itch with desire, I'll shoot a set your way for $5.95less than $1 per button! Just pop in on my humble Etsy storefront. The proceeds are going into the coffers of another gamer-related project that's in the pipe... but more on that later.

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| getting excited and making things |
[Jan. 20th, 2010|07:55 pm] |
Not long ago, I ordered myself one of these shirts:

(I bought it here, if you want one of your own.)
It's a worthy sentiment to keep in mind during the current crisis. For me, it's a way of trying to turn what feels like a depressing indicator of failureunemploymentinto a source of creative ferment. It's a daily practice, that transmutation: it requires work. Sometimes I can manage to stay excited for the entire day and other times I hit the doldrums. But things are getting made. And I'm ready to start talking about some of them. (Some are still secrets.) So over the next few days I'll use this blog as a showcase for some things I made. And I want to know: what are you making? Show me. |
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| top-secret dance off |
[Apr. 8th, 2009|07:56 am] |
...or, how game mechanics can inspire cultural behavior
I am so totally going to do this.
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| on subject matter |
[Apr. 7th, 2009|02:39 pm] |
"I turned to collage early, to get away from writing poems about my overwhelming mother. I felt I needed to do something 'objective' that would get me out of myself.
"I would take a novel, take one or two words from every page, and try to make a structure. But when I looked at the collage poems a while later: they were still about my mother.
"This was a revelationand a liberation. I realized that subject matter is not something to worry about. Our concerns and obsessions will surface no matter what we do."
Rosmarie Waldrop, "Collage and the First-Person Singular"
A nice, lengthy essay about Waldrop's use of collage can be read here.
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| film club: the diving bell and the butterfly |
[Mar. 24th, 2009|03:35 pm] |
So here's this week's Film Club pick, The Diving Bell and the Butterfly. Netflix summarizes it thusly:
"In 1995, author and Elle magazine editor Jean-Dominique Bauby suffered a stroke that put him in a coma; he awakened mute and completely paralyzed. Mathieu Amalric stars in this adaptation of Bauby's autobiography, which he dictated by blinking."
That should maybe have a spoiler warning on it, since these two sentences encapsulate the central narrative arc of the film, from beginning to end. (The movie fleshes out its run-time with some stuff about Bauby's relationship with his wife, mistress, father, children, and friends, but the dictation of the book is the strongest through-line, and the one granted the most classical resolution.)
So, even if you only know that much, you essentially know the entire story. And then Netflix's summary goes on, revealing the film's theme and overall tenor: something about it being a "poignant film about the strength of the human spirit." This doesn't really constitute an additional spoiler because "the strength of the human spirit" is a cliche, and if we're going to be watching a film about a paralyzed guy who writes a memoir by blinking, the only way it's not going to be about the strength of the human spirit is if it's made by the Kids in the Hall.
None of this is to call out the poor Netflix synopsis-writers; I'm sure they have more serious things to worry about. It's to make the point that this film faces a real dilemma at the outset. We know how the story ends, and we know that the central thematic motif of that story is, well, "shopworn" is putting it kindly. So the challenge becomes: how can you take a film that in synopsis sounds like a Lifetime TV movie and pitch it to an art-house audiencean audience that (at least theoretically) is supposed to be more adventurous in its narrative and thematic tastes?
Well, the film's French, which probably helps.
But to find a more serious answer, we have to turn to an appreciation of the film's craft. Having been trained as a fiction-writer, I often approach films from the perspective of analyzing what works and what doesn't in the film's narrative. But the director of Diving Bell and the Butterfly, Julian Schnabel, is trained as a painter, and so a more appropriate method might be to try to appreciate the film's "painterly" qualities. In this regard, the film is not a series of stale cliches, but rather a smashing success, especially in its opening scenes, which masterfully manipulate focal depth, color, and light:



There's something else that Schnabel does from a craft perspective, and it involves an exceptionally canny control over the usage of point-of-view, at least for the first third of the film. Bear with me for a minute while I explicate...
( Read more... )
Next week: a very different portrayal of disability, Dalton Trumbo's Johnny Got His Gun (1971).
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