zzot / Jacopo


There are three people in zzot’s collective.

Huffduffed (720)

  1. Ludonarrative Dissonance

    Clickbait Title: this happened to me ~~~~pseudo-intellectual nonsense~~~~ STORYTIME #SocialExperiment

    When I teased this video the initial reaction was a near-unanimous slow-motion "oh no," like a comedy action hero leaping on a grenade that’s revealed to be a dud or a prop or it was actually just a bagel. I’m not saying this looks like a grenade, but is really just a bagel, but I am saying that I find the tepid anti-intellectualism that has become calcified in video game circles to be exhausting. It’s reached a point where so many intelligent, engaged people are on the brink of giving up entirely because any attempt to improve the language we use to talk about games as they exist and operate is met with suspicion and mockery, painted as little more than bloviating wankery, and trotted around like Quasimodo as a target for rotten turnips. Ludonarrative dissonance has earned a reputation not through any irreparable flaws in the concept, but because pundits catering to an anti-intellectual base coined stupid names like "ludonarrative disco biscuits" because pretending big words are hard is a sure way to get a laugh from the worst kinds of people.

    Clint Hocking - Ludonarrative Dissonance and BioShock

    Written and performed…

    Original video:
    Downloaded by on Thu, 20 Jul 2017 07:40:22 GMT Available for 30 days after download

    —Huffduffed by zzot

  2. One Shot: Honey Heist 🍯

    As promised, here is the bonus episode of Honey Heist. It stars backer Ariel, and ONE SHOT Performer Drew Mierzejewski.

    In case you don’t know, Honey Heist was designed by Grant Howitt. You can get it for free here.

    —Huffduffed by zzot

  3. Actual Play: Apocalypse World – The Leviathan | The Jank Cast

    Players: Megan, Todd, Joe, Timo

    As promised, content!

    Perhaps not quite as timely as usual, but that’s because Timo is slow as usual.

    Still, better late than never, right?

    Right? Bueller?

    We’re currently playing a game of Apocalypse world set on a zeppelin called “The Leviathan,” travelling between locations in an Empire recently risen to power by exploiting the psychic powers of brainers, all under an endless red cloud-cover sky, which is, literally, the psychic maelstrom.

    This is the third session of that game, showing the rescue of a crew member from the clutches of the Empire and the aftermath.

    The Player Characters:

    -Timo is playing a Savvyhead named Tai, a young woman who grew up on the Leviathan.

    -Joe is playing a Maestro’D named Rose, who is currently trying to stir up animosity against her brainer daughter Gams (an NPC).

    -Megan is playing Goldie, a chopper who heads up a lost-boys-esque gang of young rouges on gliders.

    Important NPCs include:

    -Gams, Rose’s brainer daughter who helps run the ship (see above).

    -Captain Foster, the young captain of the Leviathan.

    -Rolfball, her first mate, a charming and friendly young man.

    -Carna, Thuy, and Pamming, Tai’s mechanic crew.

    -Princie, a soldier for the Empire (the Empire is called “Six Flags” and their soldiers are called “Grays”) who has been pressganged by the Leviathan.

    -8Track and Toodles, a father and daughter team who are muscle on the ship.

    We’re also using a wiki to keep our information about the game so far, you can look up details here, if you want to know more about NPCs, the world, etc.

    Something to listen for: we decide to do this session using a series of flashbacks and it winds up being an interesting experiment because things in the “past” that happen can’t mess with what happens in the “future,” which we have already established, but the tricksy rolls weren’t always helping out with that.

    Interestingly enough, Apocalypse World provides a pretty ready-made solution to deal with such things (since the MC makes “moves” there’s nothing saying that what happens when a character blows a roll has to be physical damage to them: I can always do something bad that’s not physical damage using one of the other moves that’s not “trade harm for harm”) BUT the events around it do show both the difficulty and the payoff of imposing certain narrative conventions on gaming. Fun! Play in new window | Download

    —Huffduffed by zzot

  4. The Future: History that Hasn’t Happened Yet - SXSW 2017

    Bruce Sterling - author, journalist, editor, critic, theorist, futurist, and blogger – rattles the future’s bones in his annual SXSW rant. He’s the legendary Cyberpunk Guru. He roams our postmodern planet, from the polychrome tinsel of Los Angeles to the chicken-fried cyberculture of Austin… From the heretical Communist slums of gritty Belgrade to the Gothic industrial castles of artsy Torino… always whipping that slider-bar between the unthinkable and the unimaginable.

    Original video:
    Downloaded by on Sat, 18 Mar 2017 16:44:34 GMT Available for 30 days after download

    —Huffduffed by zzot

  5. Design In Tech Report 2017 - John Maeda

    Today’s most beloved technology products and services balance design and engineering in a way that perfectly blends form and function. Businesses started by designers have created billions of dollars of value, are raising billions in capital, and VC firms increasingly see the importance of design. The third annual Design in Tech Report examines how design trends are revolutionizing the entrepreneurial and corporate ecosystems in tech. This report covers related M&A activity, new patterns in creativity × business, and the rise of computational design.

    Delivered at SXSW on March 12, 2017

    Original video:
    Downloaded by on Sun, 19 Mar 2017 18:04:58 GMT Available for 30 days after download

    —Huffduffed by zzot

  6. Problem solving

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  7. Life Without Sound

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  8. Dungeon World - #waypoint72 Game 62

    To celebrate the launch of Waypoint, VICE’s new gaming website, we decided to do a massive, 72 hour long livestream over Halloween weekend. Over the course of three full days, we played 72 of our favorite (and least favorite) games, were joined by old friends and surprise guests, and encountered some spooky apparitions in the VICE offices. It was Halloween, after all.

    In this segment, the Waypoint team got their role playing on with Adam Koebel, one of the creators of Dungeon World! DAG.

    Click to Subscribe:

    Waypoint | Facebook | Twitch | Twitter | Instagram | Tumblr | Podcast | Soundcloud | Pinterest |

    Original video:
    Downloaded by on Sun, 08 Jan 2017 13:09:11 GMT Available for 30 days after download


    Tagged with gaming

    —Huffduffed by zzot

  9. Dan Saffer – Practical Creativity Live! » UIE Brain Sparks

    Dan: Don’t tweet mean things about this talk, OK? This idea, to be a writer, you’ve got to be thin-skinned, but to be an author, you’ve got to be thick-skinned. It’s the same with the work that we do. To be a designer, you’ve got to be thin-skinned, but to ship a product, you’ve got to be thick-skinned, and that’s the problem.

    How do we get over this kind of critical hurdle? It’s this idea of divorcing ourselves from anyone piece of work, and thinking about the body of work that we do. Picasso, in his life, made conservatively 10,000 pieces of art, maybe as much as 30,000 pieces of art, they don’t really know.

    That’s one piece of art, every day, for like 27 years, at a minimum, and they weren’t all good. That’s the thing, they weren’t all good. How many were amazing, 50 out of 10,000, or 30,000? If Picasso is going to fail a lot, you’re probably going to fail a lot, too.

    The way that people get great in their fields of study is by doing a lot, finding a lot, getting more variation in the kinds of stuff that they do. Getting up to bat a lot, to use the sports analogy. The more things that you try, the higher probability there is of doing something original, but you are going to fail.

    People that celebrate failure, who are these people? Failure sucks, failure is terrible. If you don’t believe me, I’ll show you my credit rating. It’s terrible. It’s terrible when something bad happens. The only people that will tell you to celebrate it are people that have never had a crippling failure in their lives. Failure can be just devastating.

    What to do? How do you move past this? Especially when you get stuck, you have writer’s block, or you’re on a deadline, and you can’t get into flow. I’m sure most of you have seen this diagram, the shades in the eye flow diagram. It is almost obligatory to any design conference that you see this, so I’m showing it to you here.

    What is interesting is that they never tell you what to do, if you’re anxious, or if you’re bored. They never tell you how to get into flow. They’re just like, “Oh, you should be in flow.” Great, thanks. If I’m bored, or I’m anxious because the work is too hard, how do I get out of those? How do I get into the zone?

    If you’re bored, we should take some advice hear from Thoreau, where he says, “It’s the way that you do something that’s interesting.” How can we improve it? If the task is boring, the way that you make it interesting is you have to make it interesting for yourself.

    You have to figure out something, make it personal. What is it that you’re going to get out of this job, out of this project? How do you want to make this interesting for yourself? What do you need to learn, and how can this project help you with it? What interests you?

    I was front seat at this design project where an Asian company had asked a bunch of our strategists to do some evaluations of different mobile carriers in the United States. You can imagine that this could’ve been the most boring report you’ve ever read, that doctors would prescribe it to people who have insomnia, to read this thing.

    What the strategists in the design team did was rather than give this report, they said, “OK,” they were going to do it by foods. They had a report to back this up, but they also said, “Hey, this group has these kinds of characteristics, and there is this kind of food that represents that.”

    They made it into this interesting, sensory experience, something that could be really boring, because it could’ve been really boring, but it was something that instead, they love that, the client loved it. It became interesting for them. The designer Paul Sahre says, “Designers who aren’t selfish do terrible work,” which I think is really interesting, because we’re taught to empathize about other people.

    Sometimes, in order to do better work, you’ve got to think about yourself, because there has to be motivation for you to go beyond where other people would stop, to really do great work. Now, on the other side…What about when the challenge is really high?

    You’re like, “Oh God, I have real anxiety about this.” The first thing you need to do is to think, is the challenge that’s in front of me, is it really too high, or do I just think it’s too high? You have to do a reality check. Am I just afraid? The worst enemy to creativity is this idea of self-doubt.

    Fear is born from the story we tell ourselves of what we can and cannot do, so it’s easy to become paralyzed with fear before you even start. How do we get over this? Act as though you’re 10 percent more courageous, 10 percent. If you can just be a little bit more courageous, this is the cure.

    How do you do this? 10 percent, it’s not that much. Just a little bit more. This will allow you to be like, “OK, am I really afraid of doing this, or is this really hard?” If it’s really hard, there’s a solution for that, too. You can ask for help. It’s not an admission of failure. My daughter, she went to art camp a couple summers ago, and they’re like, “You know what? You can never say that you can’t do anything.”

    That was their rule. You can’t say that you can’t do anything. You can only say that you couldn’t do something yet. That’s the kind of mindset you need to go in. Nobody knows everything, so ask for help if you need it. If you get into that anxiety thing, ask for help.

    The two unstuck strategies that are fairly clear, power through it, procrastinate. How do you know when to do each? Powering through it means, sometimes you’ve got to just focus on the craft. You know what you need to do, you’re just bored by it. You have to think about going back to making it interesting for yourself.

    This is why there’s a great creativity mind pack that says, “Stop when you know what the next step is, so that when you come back to it, you automatically know what to do next, and you can power through it that way.” You can procrastinate, when you hit the wall.

    You haven’t found that hook, or that line. You’re still looking around. Procrastination is part of the process. It gets a bad rap, but it just means that you’re not ready to do something yet. Your brain is working on something. It’s working on something behind the scenes, or you just don’t understand yet, what it is that you don’t know.

    You haven’t found that hook, or you haven’t found that line. Go back, look for the hook, look for the line. Some of this is also, with the feeling behind the procrastination, are you stressed, are you afraid, are you doubting yourself and your abilities? Search your feelings. Look for that.

    There are, of course, better ways to procrastinate than others. The first, we’ve talked about pretty extensively, taking a walk is a great way to do this. Another thing that many people, including, and I’m very sorry for putting this image in your head, Woody Allen, take showers.

    Woody, and many other people, take multiple showers a day, going back to that bored Elon Musk thing. You’re there, you’re warm, you’re relaxed, there’s no screens. Take a shower. Similarly, take a drive. It doesn’t matter where, take a drive. You’re trying to get your brain on autopilot, so it’s not thinking about the problem, it’s working behind the scenes.

    You can go somewhere new. Think about going and seeing something new, could trigger something, could break something loose in your mind. Drinking alcohol, this has actually been shown to actually increase creativity in moderation. As my friend Jeff Bean says, “Alcohol is for generating ideas, caffeine is for documenting them.”

    —Huffduffed by zzot

  10. Astral Projection Radio Hour - September 29, 2015

    Featuring special guest Sailorhg, real-life magical girl and creator of Bubblesort Zines. We talked about magical girls, Sailor Moon, zines, teen feminists, riot grrrl, Harry Potter, women in tech/STEM, techno pagans, and more!

    —Huffduffed by zzot

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