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Sometimes I get dangerous thoughts in my head, like “I wonder what it would look like to see every ad in Times Square all on one page.”
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slightly hobbity-looking, but v. cool.
Year: 2007
BBC News has the story of a hunter who shot a duck, and took it home and put in the fridge thinking it was dead. According to the BBC:
The plucky duck was taken first to a local animal hospital, and then to an animal sanctuary for more specialised treatment. A veterinarian at the sanctuary said he thinks the duck will live, but will probably never be well enough to be released into the wild.
There’s something odd about taking a duck to the animal hospital when you yourself were the one who went out and intentionally shot it. Presumably the hunter knows how to wring a bird’s neck? Why not just put the poor maimed bird out of its misery and then eat it?
Links
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automatically gathered compilations of recently posted animated gifs on livejournal.
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“For the first kick, when the pressure is relatively low, an average of 87% of kicks were successful. But the rates of success then start to drop, down to 73% for a fourth shot, when the pressure is often higher.”
FSotW: Doorbell Instructions
Flickr set of the week is Doorbell Instructions by, of all people, Dave Gorman.
“When the presence of a doorbell isn’t enough and instructions are deemed necessary.”
Links
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‘An explosion of architectural little magazines in the 1960s and 1970s instigated a radical transformation in architectural culture with the architecture of the magazines acting as the site of innovation and debate.’
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things magazine says: ‘extracts from Taryn Simon’s An American Index of the Hidden and Unfamiliar, a photographic essay of hidden or inaccessible places and acts’
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‘Very often, these “artifacts” are used by someone to “prove” a conclusion they already have about the age of the planet or a greatly exaggerated antiquity of humanity.’ via Four Stone Hearth
Technological change is extraordinarily rapid, yet somehow it seems to creep up on us. The internet went from being an obscure curiosity for the geeky to part of people’s everyday lives without most of us ever having a eureka moment when the change was brought home to us.
I have had a few such moments, though. I still remember the moment I saw my first proper 3D game, Virtua Fighter — in a Vegas casino, of all places — as incredibly exciting. I would quite seriously compare it to what it must have been like for the audiences when they first saw The Jazz Singer. It was jaw-dropping to see these graphics which were simply unlike anything I’d ever seen before.
It helped that it was completely unexpected. I didn’t read the gaming press, videogames barely made the mainstream media unless there was a moral panic going on, and the internet barely existed – I’d certainly never used it. So I had no prior knowledge; I just stumbled on the cabinet among all the other games and was blown away by it. What struck me most wasn’t the greater realism of the characters, exactly: even in the moment of first seeing it, the blockiness of the characters looked pretty primitive. But the way the characters moved in three dimensions really did make it feel more like you were controlling a ‘person’ rather than just an animation. And more than anything, it was the swooping camera, that moved around the action and zoomed in and out as you played, which brought home this shift from a flat game world to one with depth.

I’ve already compared it the shift from silent movies to talkies; a more exact comparison would be the invention of perspective in Renaissance painting. I don’t want to use hindsight to claim that I saw Virtua Fighter and immediately had a sense of all the ways 3D would have an impact on gaming, but it didn’t take any particular brilliance to see it and know that you were present at the start of something. Perhaps in C15th Italy there were people feeling the same way.
I still like the look of the original Virtua Fighter. I know that the minimalist environment — a bit of texture on the ground and a few clouds — is because of technical limitations rather than aesthetic choice, but I find it appealing. If you see the later versions of the game (they’re currently up to Virtua Fighter 4, with VF5 due out this year), the backgrounds are ever more lushly-detailed graphical marvels, mainly for the sake of eye-candy but also as part of a pointless attempt to build a narrative context. The places they fight are related to the characters’ elaborate back-stories. But really, what’s the point? It’s a beat-em-up; I don’t need to know my character’s motivation. And while I was excited as anyone else by the advances in computer graphics at the time, that lush, hyper-realistic aesthetic gets cloying after a while. It’s about time for a bit of less-is-more.
Comparisons with early cinema and Renaissance painting inevitably bring up the question of games as art. That’s not what I had in mind when I made them, and I certainly wouldn’t pick Virtua Fighter as a case study, since apart from the graphics it was the simplest and most formulaic game imaginable. But even discussing a game this simple, the kinds of things I find myself mentioning — the overall visual styling, the way the 3D characters made it more immersive, the characterisation, set design, lighting, camerawork — make comparisons with various artforms almost inevitable. That’s why it seems certain that descendants of today’s games will be treated as artworks with all the importance of films, novels or paintings. Someone will find a way of bringing it all together and making it into something more.

