On Blogging Well and Writing Poorly

Based on the number of reader remarks at the bottom of yesterday’s post, my write-up of Greg Maletic’s wonderful documentary “Tilt: The Battle to Save Pinball” wasn’t exactly a hit.

Was that because pinball isn’t among the topics that ignite tremendous passion, at least among the Subtraction.com audience? Maybe. But I think it’s more likely because of the way I wrote the piece.

I’m a long-time reader and fan of The New Yorker, and yesterday’s piece was my clumsy attempt at aping a bit of its editorial style. That magazine’s matter-of-fact yet constructionally elaborate prose has always been very attractive to me, both because it’s so incisively compelling and because it’s so efficient. I tend to go on and on when I write, using a lot of words to say relatively little. Writers for The New Yorker use a lot of words to communicate quite a lot of ideas with great richness. Can you blame me if it’s something I aspire to?

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WSJ: Instant Messaging Invades the Office

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1 of 5 stars
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Amazingly, this article was not written in 1998, though it reads like it: “Instant-messaging programs allow users to organize contacts into ‘buddy lists’ and see who is online and available to chat at any given moment, world-wide. With most IM programs, users can start real-time conversations with one or more contacts, including multiple participants simultaneously. Sending a message opens up small windows on the participants’ screens where users can type their chats. Most programs also offer file-sharing, voice and video features. IM can be used on computers and on wireless devices like cellphones.”

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Coin-operated, User Experienced

Tilt: The Battle to Save PinballGreg Maletic’s film “Tilt: The Battle to Save Pinball” is, like many of its peers in this recent golden age of documentary films, a temporary detour into what might have otherwise been — and what may yet be again — overlooked subject matter. It’s highly entertaining, completely engrossing and beautifully made, but you’d be forgiven for not expecting much in the way of day-to-day practicality. As it turns out though, it provides a surprising amount of tangible relevance for those of us working in digital design.

With a prefigured sense of melancholy, Maletic uncovers the tale of Williams Electronic Games’ last ditch attempt to reinvigorate a gaming industry suffering through a precipitous decline. That the decline followed so soon after the industry’s peak, and that both happened so recently — the pinball business hit all-time highs in 1993 and was on its last legs by 1998 — is a turnabout in fortune familiar to anyone who lived through the dot-com wave that boomed in the late 1990s and foundered in the early part of this decade. In a way, the one can be seen as a less-glamorous template for the other, or even a cautionary tale for the present.

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