"…killing off links is a strategy. It may be presented as a cost-saving measure, or as a way of reducing the sharing of untrusted links. But it is a strategy, designed to keep people from the open web, the place where they can control how, and whether, someone makes money off of an audience. The web is where we can make sites that don’t abuse data in the ways that Facebook properties do.
Links take us to places where we can make choices that Instagram never would."
It never ceases to infuriate me that links on Instagram just don't work. "Link in bio" drives me spare, and worst of all, it is never the fault of the people resorting to it. This is good stuff from Anil Dash.
Yeah, this is good / this is roughly the internet I used to know and still know / not everything is terrible.
A Year of Links: Your Questions Answered!
04 March 2012
Following writing about my books to catalogue each year of my bookmarks, several readers had questions, which (rather than responding to in a comments thread), I thought I’d get around to here.
- Matt Edgar commented on the thickness of the spines, and what they represented in terms of my time/attention each year. All I can say is: I got a bit better at the process (more on this later) as time went on; I got quicker at both reading and writing. Also, during my time at Berg (2009-2011), part of my job was writing and researching, so the size of those volumes is in part because I had deliberate time during my work for reading and bookmarking.
- James Adam asked if the body text is from Pinboard or the page. It’s usually a combination of both, with the majority being a salient quotation.
If you’ve ever seen the format I use for my links, it tends to be a long quotation followed by a single line or two. James mentioned this because it seemed like a lot of writing. To which my answer is: it is and it isn’t. It’s a lot of words, but most of them aren’t mine.
To explain, it’s probably worth talking a little about how I bookmark:
I have the Safari extension for Pinboard installed. When I’m reading a page I like, or have found useful, I highlight a particularly salient quotation and click the extension button. This loads the Pinboard form with the contents of the clipboard loaded into the body copy field. I then wrap it in quotation marks, and perhaps add the first line or two of commentary that comes into my head. Then, I fill out the tags – as fast as I can, with the first thing that comes into my head. This tends, for me, to be the most valuable way of tagging.
The time-consuming part is reading the articles; I try to make bookmarking as lightweight as possible.
Bookmarks are published to this site via Postalicious.
So: whilst it looks like a lot of content, most of it is not mine, but it is copied/pasted into Pinboard. Really, though, I’ve got this down to a fine, swift art.
- In answer to Joel and Dave: I used Lulu for printing. I simply uploaded the completed PDFs to them for the inners. The covers were made in Photoshop, a bit by hand, and a lot by maths (because I wanted to use the same typeface on the cover that I do in the book.
- Justin Mason asked about cost. The first book, which is the pamphlet at the bottom for 2004, is about 30 pages, and cost around £2. The largest volumes – 2008/2009 – cost £7 or £8. 2010, which is volume 7, and my first proof of concept, was about £4.50. It was about £30 for the lot, plus delivery, though I saved a bit through some canny Lulu discount codes that I had.
And, finally, a big shout-out to Les Orchard, as the first person who wasn’t me to get the code up-and-running and make some books!
"This ghastly indie-art-game prose: it’s writing that tries to communicate ideas in the same way that game mechanics communicate ideas. Such writing offers allusions and suggestions, hints for the player to assemble, but it shies away from specifics or a through-line plot. Characters often go unnamed, or are named something thuddingly symbolic, or are Everyman. Theme is presented heavy-handedly (you wouldn’t want players to miss it!) and via the most cliché images. Expect frequent references to light and dark, cold and loneliness, broken hearts and shattered dreams. Memories may get a look in. Also death. It’s like reading a collage of the manuscripts sent to a high school poetry contest right after one of the students got in a fatal crash." Emily is right, and it's something I hate about certain games: just how *self-consciously* "indie" they are.
"While everyone else is going sleek and elegant and natural, Tiger is all experience points and loading screens and instant challenge pop-ups and club-tuning holodecks. Skate feels like skating, Fight Night feels like boxing, and Tiger feels like a game about golf." I don't like golf; I love computerised golf. I don't like Tiger; I love Links in all its forms, and before that, Leaderboard. This is a brilliant – if long – piece of writing on a short history of PC golf, and what's wrong with Tiger in this day and age. (Apart from, you know, the whole sex-addict thing).