The flair far detail and subtle handling of marble texture emerges powerfully in a close-up of a figure from the late first or early second century A.D., National Geographic, October 1981
(via androphilia)
(via divespell)
This is the famous PaulBomb, making the rounds.
Ron Paul policies:
Ron Paul wants to define life as starting at conception, build a fence along the US-Mexico border, prevent the Supreme Court from hearing cases on the Establishment Clause or the right to privacy, permitting the return of sodomy laws and the like (a bill which he has repeatedly re-introduced), pull out of the UN, disband NATO, end birthright citizenship, deny federal funding to any organisation which “which presents male or female homosexuality as an acceptable alternative life style or which suggest that it can be an acceptable life style” along with destroying public education and social security,, and abolish the Federal Reserve in order to put America back on the gold standard. He was also the sole vote against divesting US federal government investments in corporations doing business with the genocidal government of the Sudan.
and Ron Paul ideas.
Oh, and he believes that the Left is waging a war on religion and Christmas, he’s against gay marriage, is against the popular vote,opposes the Civil Rights Act of 1964, wants the estate tax repealed, is STILL making racist remarks, believes that the Panama Canal should be the property of the United States, and believes in New World Order conspiracy theories, not to mention his belief that the International Baccalaureate program is UN mind control..
Fuck Ron Paul. Now, and forever. The most dangerous thug in a party of dangerous thugs.
The game studies instinct to magically and imperially overrule game design needs and realities is facing more and more resistance. One thing that’s emerged in the last few years is a focus on how systems of all kinds produce meaning. It remains a positive development because game studies has travelled a long way without paying systems much respect. It might seem staid sometimes because it undercuts the orthodoxy where games are merely zones of interaction for players. I want to return to this idea of orthodoxies (ontological orthodoxies, design orthodoxies, linguistic orthodoxies) throughout the year, so these are some early forages.
Some thoughts triggered about Play Time by a recent article on videogames by Miguel Sicart. I won’t be responding to the article’s main points but I wanted to touch on its reading of this important film. One quote from Sicart: