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The Internet

The Puzzle of Japanese Web Design 242

I'm Not There (1956) writes "Jeffrey Zeldman brings up the interesting issue of the paradox between Japan's strong cultural preference for simplicity in design, contrasted with the complexity of Japanese websites. The post invites you to study several sites, each more crowded than the last. 'It is odd that in Japan, land of world-leading minimalism in the traditional arts and design, Web users and skilled Web design practitioners believe more is more.'"
Image

Eternal Sunshine of the Spotless Internet 92

MMBK writes "Our friends at JESS3 have unveiled The Ex-Blocker. It's a Firefox and Chrome plugin that erases all name and likeness of your ex from the Internet, even if they become a meme, or the president. You'll no longer have to threaten to delete your Facebook account or concoct an elaborate e-hoax to assuage the reality-shattering complications that are born from break-ups. Simply construct an Internet that omits bad vibes all together."
Idle

Growing A House From Meat 133

baosol writes "From the boundary-pushing team of archi-visionaries who brought us the fabulous Fab Tree Hab comes a new (and somewhat disgusting) way to grow a structure — using animal flesh! The In Vitro Meat Habitat is a futuristic concept home composed of meat cells grown in a lab. The creator of the concept, Mitchell Joachim, is a futurist with a twist– he says he is actually developing the concept in a lab."
Open Source

Porting Aquaria To the PSP 25

Apple Prophet writes "Just a few short weeks after BitBlot released the source to Aquaria as part of the Humble Indie Bundle, Andrew Church hacked up an ambitious homebrew port of the game to the PSP. He wrote a detailed synopsis of the technical challenges in an article on the Wolfire Blog, and of course, contributed all of the patches back to the project so anyone with a homebrew-equipped PSP can try it out. Check out the mercurial repository for the source."
Games

How Game Gimmicks Break Immersion 228

The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting: "The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."

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Doubt isn't the opposite of faith; it is an element of faith. - Paul Tillich, German theologian and historian

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