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Monterey Bay Aquarium


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Aqua Utopia|海の底で記憶を紡ぐ
PUT YOUR BEARD IN MY MOUTH
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"I'm Dorothy Gale from Kansas"
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he wasn't even looking at me and he found me
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2025 on Tumblr: Trends That Defined the Year
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@maartenroex
Dungeon World is on Tumblr.
Tumblr’s just like being a GM: ask questions. We’ll use the answers.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Bientôt L'été Released by Tale of Tales
A rather late blogpost, as the wheels of life keep turning, but I couldn’t just let this one go unnoticed:
Tale of Tales just released Bientôt L’été, available for Mac and PC.
Be a dear and give it a shot for 10 bucks. Be a fan and support the authors for 40 bucks.
http://tale-of-tales.com/bientotlete/
New release from Tale of Tales
Since I've covered this Belgian company a few times already here, I thought it would only be sporting to share this shiny nugget: Bienôt l'été ("welcome to the summer"), their newest title is available for pre-order. It comes complete with a regular andextravagant sized build for you to plat. Check it out here:
http://tale-of-tales.com/bientotlete/
Brandon Generator by Edgar Wright
Edgar Wright is one of those contemporary filmmakers that manages to make popular movies and still is able to fly under the radar as a person. Besides writing for movies like Tintin and filming the comedy antics of Simon Pegg and Nick Frost, he does very cool little projects like the Brandon Generator, an interactive comic book where you decide what happens next to the main character. What's interesting is that it really asks a bit of writing of the participants. The choices that are presented don't feel superficial, but actually engaging. The "Little project" is thus a monniker that only applies to the form it is presented in, for the sheer volume of tales to be told in Brandon's existence on his webpage is rapidly expanding. Take a shot at it yourself:
http://www.brandongenerator.com/
Vincent Morriset on interactive filmmaking
Interesting ideas and a very good read over all:
http://www.thecreatorsproject.com/en-uk/blog/vincent-morisset-discloses-some-secrets-of-interactive-filmmaking

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Sexism in gaming
I've been slow on regularly posting this month. In between moving into a new house and working for school, there's hardly time to write a decent article. But, every now and again an interesting, nay, meaningful article pops up that must be shared.
http://www.vg247.com/2012/04/12/enough-we-must-all-try-to-kick-sexism-out-of-gaming/#.T4awdheZJaU.facebook
Art of videogames
We sure came a long way, but we still have miles to go.
http://herocomplex.latimes.com/2012/03/19/smithsonian-scores-with-art-of-video-games-exhibit/#/3
Telling Tall Tales: an interview with Tale of Tales
I had the pleasure of interviewing Michael Samyn, one half of the Belgium based “other game” developer Tale of Tales. Tale of Tales was started in 2002 and grew out of a desire to create interactive art through videogames. They are most famous for “The Path”, a very different take on the Little Red Riding Hood tale by Grimm. I’ve tried to transcribe the interview here in English for my non-Dutch readership. Thanks a lot to Michael Samyn for taking the time out of his busy schedule for this exchange!
- How was Tale of Tales formed ?
ToT: Auriea Harvey[Michael’s partner in ToT - MR] and I used to make Internet art and we designed websites. But when the Internet introduced the new standard with Web 2.0, it took the fun out of it and we searched for another medium. That’s how we ended up in videogames. We discovered very quickly that the things we found interesting in videogames were actually very undervalued and underdeveloped in many of the mainstream game designs. We feel that this is one of the reasons of the marginalisation of the medium. Simply put, we design videogames for people who don’t play them; we approach videogames as an artistic medium.
What attracts us to interactive media is the opportunity to create life: the intimate relation between the art and the observer through direct contact with the audience. Making art and experiencing art becomes something simultaneous. Our work is only actually finished when people have played it. There is no divide between the work and the player. We make our work around the player. Everything is there for the player. Without a player there is no game.
- What is your working method in developing games? Do you use a standard way of developing projects? ToT: Our methods still shift all the time. There is no fully realized method yet for our way of working. And the technology is still very primitive compared to our dreams and ambitions.
One core ingredient is that we start to create as soon as possible. We don’t design too much on paper. Sometimes we say that we make our game first and then we design it. But sometimes it’s too hard to make the game become what it wants to be, and not trying to force it into a direction we had foreseen. For our smaller projects, we imagine ourselves as the player and for our bigger projects we invite people to play, while we observe and ask questions.
We work a lot with freelance artists. Who we work with, depends on the project. Laura Raines Smith and Takayoshi Sata have so far done our modelling and animation. Kris Force does sound. Jarboe, Gerry De Mol, Zoë Keating and Walter Hus produce our music.
- The website Adventuregamers.com remarked about The Path: “We’re not sure if it’s a game, but whatever it is, it’s a great one of those”. The game sector is intrigued by your projects, yet seems to have trouble to define them as actual games. Why?
ToT: Because of decades of inbreeding, videogames have started to resemble each other very strongly. The format is very tight, a lot tighter than the multitude of meanings of the word “game”. Our games do not fit into this tight format, because we have an “outside” approach to the medium, without caring much about mainstream conventionalism.
But, because this tight format has reached its climax in horrific Facebook games, I believe that the game community is a lot more open to new forms. A lot has changed in the minds of the game audience in the three years since we released The Path. Just look at the reception of a game like Dear Esther, released last February.
- What is your take on current developments during the game industry? ToT: A lot of things are changing right now. Our curiosity has been aroused. Things that used to be impossible are starting to take place. People used to think that videogames as a whole could evolve into a new medium, replacing cinema and television, and were frustrated to never see it happen.
But now people are starting to see that only a small part of gaming needs to reach that kind of goal to push the entire medium to new heights. The huge impact that independent games have on the mainstream industry is a very clear illustration of this development. There is a growing realization of the difference between commercial success and creative success. And, if things go well, it might be the catalyst the medium needs to finally reach maturity. There is not really a choice, actually. If the games industry won’t evolve as a cultural means, then it will just go down with the failing capitalism.
Games resemble fashion or architecture a lot more than they resemble movies or literature. When you compare it to film, games still reach a much less varied audience. But that’s starting to change a little bit. The bigger the game industry gets, the more room there will be for games like ours.
Thanks again to Michael for the interview.
Some useful links:
-Take a look at Tale of Tales homepage here!
- or take a few steps on The Path yourself.
- Michael referred to Dear Esther by thechineseroom. Check it out!
Storytelling explained by Andrew Stanton
Andrew Stanton is one my animation heroes. He's one of the people that took a promising Pixar and sped it right into the 21st century. Seeing as how a lot of my own work is storydriven or at least centered on a narrative, it only makes sense to share his latest TED-talk.
http://www.ted.com/talks/andrew_stanton_the_clues_to_a_great_story.html
Regarding the works and themes in Tale of Tales
A very interesting read about the games by Belgian company Tale of Tales and how they interpret themes in a meaningful way.
http://www.popmatters.com/pm/column/154485-labyrinths-of-childhood-exploring-the-path/

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Explaining the EveryMan
For my Interactive Media-class, I always wanted to do something with videogames. It is the main interactive industry of today and I decided to take a look at how this new form of fiction relates to our hopes, dreams and ideals. One of my main interests is how our choice of entertainment and pop culture fiction reflects our needs to become a succesful human being. Needs that are dictated by a society where we must all accomplish the very best of everything. We are all expected to succeed on each and every level in our lives. Movies will teach us that nothing is impossible. Videogames tell us that we can always become stronger, faster, smarter, better.
The EveryMan is, by definition, the model "guy" that refers to the man in the street, John Q. Public, the Average Citizen By Which Everyone Is Measured. In other words, you and me.
To me, the EveryMan also represents all the projections of all our hopes, dreams, aspirations and desperations as we try to accomplish our lives as worthwhile human beings.
So, the Everyman (john q public) tries to become the literal equivalent of the Every-Man (for each situation the perfect talent, product, attribute) as dictated by our succes-driven society.
I could go on, but this work by David o'Reilly is probably the best illustration of what I mean: http://www.theexternalworld.com/