You write because you don’t know what else to do. Is the writing good? Is the writing bad? It no longer matters.
Here’s another experiment. Find a 4-year-old and ask her to draw a picture of you. At the same time, blindfold yourself and draw a self-portrait. You might be surprised to learn that through a child’s innocent eyes, you’re actually a potato with a shock of purple hair, sticks for limbs and a triangular nose that rests somewhere south of where you always imagined your neck to be.
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Dominik Johann Re: Dove's “real beauty” campaign.
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Dominik Johann Unwinnable's George Weidman on Lost Levels, an “un-conference” held by indie game devs and enthusiasts right next to the enormous GDC.
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Dominik Johann Rainer Sigl über das Tomb Raider-Reboot und wie Lara Croft durch einen großzügigen Anstrich aus "dark and gritty" zur selbstbewussten Kampfsexgrabräubergöttin werden soll, die wir seit 1996 kennen.
You see, procrastinators tend to be people who have, for whatever reason, developed to perceive an unusually strong association between their performance and their value as a person. This makes failure or criticism disproportionately painful, which leads naturally to hesitancy when it comes to the prospect of doing anything that reflects their ability — which is pretty much everything.
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Dominik Johann This hit way too close to home. David Cain on neurotic procrastination, perceiving mistakes as personal flaws and the deep-rooted fear of failure.
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Dominik Johann Nat Brown, a founding Xbox engineer, weighs in on the project's grand failures and recent misses on opportunities.
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Dominik Johann Anjin Anhut addresses sexism, recent “controversies” and complaints in the games industry as well as common concerns raised by loyalists.
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Dominik Johann On tipsters, games “journalism” and leeching fake news.
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Dominik Johann Adam Boffa on how Aphex Twin and his 1992 song Xtal have changed his life. open.spotify.com/track/5ULcHWDMA3GKd9Ib4pUSh6
A moral code in a game, oftentimes encoded unintentionally by its designers, is unavoidable. And when a game becomes more effective at evoking emotion (due to player choice), it also gains a higher level of social responsibility. It is a double edged sword, and one that must be wielded with care.
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Dominik Johann Joe Houstin, member of Dishonored's dev team, comments on approaching violence, freedom of choice and an ubiquitous moral code embedded into video games.
Kultur – auch die Games-Kultur – ist ein Spiegel der Gesellschaft, in der sie entsteht. Die existente mediale Gewaltfixierung, die sich beileibe nicht nur auf das Medium Spiele beschränkt, ist jedoch nicht die Ursache für eine angeblich dadurch gewalttätiger werdende Gesellschaft. Sie ist ein Symptom für eine Gesellschaft, in der reale Gewalt verpönt ist, andere Formen der Gewalt aber allgegenwärtig und sogar systemimmanent sind.
You take the glory; I give way to age. You: so physically well and well-meaning it makes me mentally ill—well, something does, anyway. While you fight the dark side with your light, white ways, I’m in the sarlacc pit, covered in Jabba’s vile body fluids. Will it ever end? It probably won’t, but I will. I’m pretty sure I will.
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Dominik Johann Wow, Carrie Fisher is one hell of a writer. Bidding farewell to Princess Leia, the character she's condemned to let age and grey.
What Chuck Lorre wants us to find funny is not the jokes which the characters are making, it’s the characters themselves. At one point Howard mentions playing Dungeons and Dragons. There is no joke attached to this, it’s not the punchline to any set up, however it is treated as one. Howard says the words “Dungeons and Dragons” and the audience laughs.
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