Pragmatism

Best post from Raph. Totally unexpected.

If only he would go in THAT direction instead of reducing everything to abstract systems...

Which brings me to flame Danc.

Danc at Lost Garden is one of Raph's dearest puppies. The complicity between the two is understandable if you read what they write and their approach. They both have the proprensity to overanalyzing everything, researching to the extreme, rationalize, schematize. They have a great mastery of the medium. Think about it and you'll see how these qualities would be the very foundation of what makes a Great Designer.

Well, I don't agree. I'm not saying that the opposite is true, but that those points aren't so determinant as implied. Maybe here I'm being just "defensive" because they are able to do something definitely out of my reach but, even if there some truth in that, I still believe that my critics can be objectively valid. And it seems I'm not alone thinking this.

I found Danc's last article particularly irritating. But in this case not (only) because he already did a wonderful work at presenting his thoughts and schematizing, but because he points a trend that I consider just bloated, superfluous, too self absorbed, complacent.

On the forum thread I linked people criticized the "tone" of what he was writing, that form of partially concealed "arrogance", but that's not the part that doesn't work, from my point of view. What I criticize (and that links above to that article from Raph) is the excessive rationalization in general, excessive schematization. These should be valuable tools availabe for a designer, and they ARE. But in this case I see them becoming more TRAPS than useful tools. I see the creative process, but even its concrete realization, as something much more alive and changing. Free of cages and chains.

Wittgenstein has always been one of my myths. It's a lot of time that I don't go back to study that, but I remember his most important thought that concludes his most important book ("Tractatus Logico-Philosophicus"). He consider the logic and the knowledge as a "ladder". His book is also defined as a ladder. But when you are done with it, you are supposed to take it and throw it away. Completely forget about it.

This is also my idea about game design. I often repeated that I see game design as a process of observation more than a proces of rabid creativity. But the observation is about "something else". The object is external. Sometimes, instead, while reading Danc or Raph, I feel as if the observation is not only the subject observing, but also the object. Completely autoreferential. It seems as if everything starts and ends there. Convoluted. It becomes a process alienated from its context and purpose and, no matter how this process is refined, it is just going off-track. And it's not anymore useful, it becomes just redundant.

They seem too much self-absorbed. They are wonderful observers, but they seems to observe too much themselves (their brain processes) more than what is outside. Like if there isn't anymore a displacement between themselves and their wishes.

An excess of qualities that should bring elsewhere, and not just back to themselves.

I don't think adding another dude with a beret will make programs better.

Re: Pragmatism

Raph is a game designer? I used to believe it, my main impression has changed and when I read his work I can't help but to think of him filling a computational anthropologist role more than anything.

Re: Pragmatism

That's just because you haven't gotten to see any games from me in a long time, Krones. :) That doesn't mean I stopped making them, though.

And HRose, you're prompting another post from me with this one... the gap between the art and the craft really isn't as big as you paint it here. The point of the formal systems is so that you learn them, internalize them, and then never pay attention to them again. That's how it is in pretty much every art form.

Re: Pragmatism

Yes, in fact I remember we had a discussion along these lines on Grimwell where you negated to be on the other side of the fence :)

It was just a provocation to nail down some thoughts and it works together with the other post about "no math in games". If you tie them together you can see where I'm going...

My point is that those skills are wonderful tools you have available. But they shouldn't be the END and object of the process. Those are just means. They are valuable, sure. But they aren't determinant.

Danc in particular is always trying to discover the "recipe" for the perfect game design. But the point is that this doesn't exist, because he is searching in the wrong direction.

Often "design" is about having intuitions. You can be one INCH away from it and still not getting it, as you can be miles away and suddenly jump all that space. The logic works like an euclidean space, where you move from point 1 to point 2. If you have to arrive to point 10 you'll have to pass all the steps in between. The intuitions instead negate the space.

This isn't something abstract. I'm just saying that the system won't follow your rules. You'll never be able to "cage" game design or a creative process. The harder you try the more it slips through. These are foolish attempts to rationalize everything. Define everything. Every detail. It's like a huge brain trying to swallow everything.

But it isn't possible and those attempts will only bring to more blindness and a whole lot of time wasted.

Sometimes the excessive schematization is just superfluous and gets in the way to focus on what matters. It just retorts back against you.

Re: Pragmatism

I don't think we'll ever define everything.

To me the biggest value of the frameworks is that they often give you ideas that are exactly those leaps of intuition. You notice that the framework has a hole, or doesn't cover something, or that it suggests there is an alternate way of doing things nobody tries... you get to daydreaming, and bam, find yourself with something new.

Re: Pragmatism

Read Kierkegaard's Concluding Unscientific Postscript, http://www2.uiuc.edu/unit/reec/wittgenstein/kconclappx.html

It helps elucidate Witty's ladder

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