Saturday, September 29, 2007

Real time manifesto (after the Tales of Tales)_part2

Part2

Be an author.

Do not hide behind the freedom of the user in an interactive environment to ignore your responsibility
as a creator.
This only ends in confirming cliches.
Do not design in board room meetings or give marketeers creative power.
Your work needs to come from a singular vision and be driven by a personal passion.
Do not delegate direction jobs.
Be a dictator.
But collaborate with artisans more skilled than you.
Ignore the critics and the fanboys.
Make work for your audience instead.
Embrace the ambiguity that the realtime medium excells in.
Leave interpretation open where appropriatebut keep the user focused and immersed the worlds
that you create.
Commercial games are conservative, both in design as in mentality.
They eschew authorship, pretending to offer the player a neutral vessel to take him or her through
the virtual world.
But the refusal to author results in a mimicing of generally accepted notions, of television and
other mass media.
Banality.
Reject pure commercialism.
Individual elements of many commercial games made with craft and care produce artistic effects
but the overall product is not art.
Some commercial games have artistic moments,
but we need to go further.
Step one: drop the requirement of making a game.
The game structure of rules and competition stands in the way of expressiveness.
Interactivity wants to be free.
Gaming stands in the way of playing.
There are so many other ways of interacting in virtual environments.
We have only just begun to discover the possibilities.
Games are games.
They are ancient forms of play that have their place in our societies.
But they are by far not the only things one can do with realtime technologies.
Stop making games.
Be an author.

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