Cory Doctorow’s next book has all sorts of interesting editions, including one with endpapers made from ephemera from friends of his. I went looking for papers to send him. Flipping through old notebooks and scratch pads, I found a 2000 word essay-cum-manifesto-cum-tirade that I do not recall writing. It’s fiery and jejune and I can tell I was in my early twenties.
So I am sending the five pages of legal pad, scribbled frantically and passionately on both sides. I barely remember being the guy who wrote it, at a time before the World of Warcraft mentions on TV and the casual games on the web, at a time when it seemed like the corporations were already plenty big, back when “designer” was not even a title you saw, or if it was seen it was not accorded much respect. I don’t even know if it was written for an audience or not. At times it seems to speak to listeners, and at times it sounds like I was talking to myself.
I’m also posting it here, not because I agree with everything that I thought all those years ago, and not because it’s deathless insight deserving of being brought into the light. No, I post it because I just turned 38 on Monday, and it seemed worth remembering that passion; because even though many of the problems the essay discussed have changed, and times have moved on, there are always plenty of folks who are in their early twenties themselves and are railing away, and maybe they could use the fiery jejune kindred spirit of the past to keep them company.
“The only legitimate use of a computer is to play games.”
— Eugene Jarvis
Game design is an art and a craft. From the craft aspect of it we know that it involves predictable patterns, specific elements and tools that are common; in a word, we learn that it is to an extent quantifiable. It is not alchemical and mysterious. It obeys principles which may or may not be articulated or understood by its practitioners.
It is also an art – and there are no arts that are not also crafts. That means that it also strives to bottle lightning, to capture Lorca’s duende; it strives to shatter barriers and to communicate, provide venues of discussion and new contexts, enlighten, or even merely entertain. It must innovate (even if only in the creators’ eyes) or it is not worthy of the name.
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