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End of an Era

erasmatazz.com

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Re: End of an Era

#2
This feels quite sad.

Someone who clearly wanted to make a difference, but mostly seems to have not just made games.

He made game tools, but then didn't actually use them to make games. And then he blamed everyone else for not being ready for what he was making.

Giving up after only one released work just seems like such a shame.

Re: End of an Era

#4

This feels quite sad. Someone who clearly wanted to make a difference, but mostly seems to have not just made games . He made game tools, but then didn't actually use them to make games. And then he blamed everyone else for not being ready for what he was making. Giving up after only one released work just seems like such a shame.

The posts author and site operator is Chris Crawford [0]. He said so in the post but Wikipedia confirms that he was mostly active from 1980s to 1990s with at least 15 titles to his name, not including other tools that he built and not including game design books that he authored or wrote for.

[0] https://en.wikipedia.org/wiki/Chris_Crawford_(game_designer)

Re: End of an Era

#5

Was his video presentation ever recorded? Would be interested to see what kind of tools he’s been building

Just a quick search on YouTube for Chris Crawford yields a few results [0] [1] [2].

[0] https://www.youtube.com/watch?v=nMg2_teHVTs

[1] https://www.youtube.com/watch?v=ajz_1TqccYA

[2] https://www.youtube.com/watch?v=CBrj4S24074

[3] https://www.youtube.com/watch?v=HFPs9MUvR3U

Re: End of an Era

#8

This feels quite sad. Someone who clearly wanted to make a difference, but mostly seems to have not just made games . He made game tools, but then didn't actually use them to make games. And then he blamed everyone else for not being ready for what he was making. Giving up after only one released work just seems like such a shame.

This feels quite sad.

A whole person -- flattened into little bits gleaned from some text, glued together with assumptions and world-building -- dismissed as "blaming" and "giving up" "after one game"

The YouTube link in the other post has a top comment of "The best speech in all of gaming history delivered by what must be considered the Socrates of gaming.", to give you a sense of there may be more depth to this person than "giving up after 1 game".

If nothing else, it indicates the crowd perceives more depth, which will be enough to make you ponder if you missed something.

I suggest re-reading the article with a different set of assumptions -- when faced with a contradiction, first, check your premises -- it's likely the guy worried about declining programming skills and pointing out the ease at which he was dismissing JavaScript due to simple errors, is being self-aware and sarcastic.

Once you're freed via engaging with your own thinking, instead of rushing to do public judgement, it is a quite beautiful meditation of working on something that fails to get the mindshare you hoped for, and a all-too-familiar to all of us reminder of the cognitive dissonance required to be okay with that, even when you'll never be okay.

Re: End of an Era

#9

This feels quite sad. Someone who clearly wanted to make a difference, but mostly seems to have not just made games . He made game tools, but then didn't actually use them to make games. And then he blamed everyone else for not being ready for what he was making. Giving up after only one released work just seems like such a shame.

This feels quite sad. A whole person -- flattened into little bits gleaned from some text, glued together with assumptions and world-building -- dismissed as "blaming" and "giving up" "after one game" The YouTube link in the other post has a top comment of "The best speech in all of gaming history delivered by what must be considered the Socrates of gaming.", to give you a sense of there may be more depth to this per…

Also he says he was 70 on 2020 before embarking on some of those big projects. I hope I'm half as active then.

Re: End of an Era

#10
What he describes feels so familiar to me... the ideas and projects I've cared about most have usually landed flat. And because the ideas matter to me I try over and over, hoping that there's something I can change or explain or improve that will make the difference. Like him I also can get lost in the tools, making the thing-to-make-the-thing instead of making the thing. Sometimes that's a necessary prerequisite, but I think it can also be a defense mechanism... a way to avoid approaching an ambition that intimidates me, or that I think will reveal what I lack.

I was not familiar with Chris Crawford before this, though I think I'll look into him more. Reading his idea of People Games [1] I wish he was a younger man with a bit more time to revisit these ideas with new technology. There are new interactive mediums to discover with LLMs, and it's mediums that he's clearly been trying to create all this time...

Quoting his excerpt:

"I dreamed of the day when computer games would be a viable medium of artistic expression — an art form. I dreamed of computer games encompassing the broad range of human experience and emotion: computer games about tragedies, or self-sacrifice; games about duty and honor, patriotism; a satirical game about politics, or games about human folly; games about men's relationship to God or to Nature; games about the passionate love between a boy and girl, or the serene and mature love between husband and wife of decades; games about family relationships or death, mortality, games about a boy becoming a man, and a man realizing that he is no longer young; games about a man facing truth at high noon on a dusty main street, or a boy and his dog, and a prostitute with a heart of gold. All of these things and more were part of this dream, but by themselves they amounted to nothing, because all of these things have already been done by other art forms. There was no advantage, no purchase, nothing superior about this dream, it's just an old rehash. All we are doing with the computer, if all we do is just reinvent the wheel with poor grade materials, well, we don't have a dream worth pursuing. But there was a second part of this dream that catapulted it into the stratosphere. The second part is what made this dream important and worthy: that is interactivity.

"Let me explain to you why interactivity is so overwhelmingly important. Let me talk about the human brain. You know, our minds are not passive receptacles, they are active agents. It’s not as if we have a button on the side of our heads and they come along and push the button and the top of our heads flips open and then they take a pitcher full of knowledge and pour it into our skull, and then they close the top of our head, shake well and say, «Congratulations, you’re educated now!». [...] All the higher mammals learn by playing, by doing, by interacting [...]

"The interactive conversation is effective, but the expository lecture is efficient. That’s the trade-off we make. And over the centuries, we humans have learned that the gains in efficiency outweigh the losses in effectiveness. And therefore we choose expository methods. But the sacrifice remains real! We haven’t ever solved that problem. It’s been with us since the beginning of history. Every single artist has faced this, every communicator, every teacher, every novelist, every sculptor, every singer, every musician, every painter, every single artist through all of human history has been forced to sacrifice effectiveness for efficiency… until now. Because now we have a technology that changes everything. [...] That is the revolutionary nature of the computer. It allows us to automate interactivity to achieve both effectiveness and efficiency. That was the most important part of my dream."

[1] https://en.wikipedia.org/wiki/Chris_Crawford_(game_designer)...

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