
Following on from Kim, Alice and Dan, and with a bit of poking from Toby, here are five things I’ve been thinking about recently.
1: Games heritage and the provenance of game designers. Specifically with videogames. Within the industry, there are interesting podcasts like A Life Well Wasted, new games journalism altered the way people think of and write about games, there are events like GameCamp, Playful and Hide and Seek. It’s becoming commonplace for me to be in conversations where people name favorite board game designers, and outside the industry there’s a lot more acceptance of, and excitement over, board, card, pervasive and videogames. We found something comics didn’t, or at least have translated it in a very different and successful way. Seeing things like this, I think: We’ve long been past the point of having cultural icons within the games industry, but how long will it take to get them outside? Getting people onto the UK honours list is a step but doesn’t count as being there; having a Scott and Zelda Fitzgerald does.
2: Peak game (HT to Dan Hon) means there’s an impending shortage of game designers, or at least game design talent. As ad agencies and brand owners rush into games, there’s going to be huge demand for design talent, and not enough of it to go around. There will be many, many mediocre campaigns, but the well designed ones will shine. If it doesn’t turn into an anti-playful backlash outside the design community, then it will make it easier to get a job in game design. Just not in the previously typical, AAA studio sense. Gameplay consultancy was once heavily derided in the videogames industry, but the next wave of it will be for those non-games orgs.
3: The longevity of indie. Small studios and bedroom programmers are back, and they’re cool. Just by becoming possible again, indie development engages with people’s dreams and ambitions. Setting up a small company is a lot less daunting than setting up a small company that has to become an 80 person one. Are they back for good, or will it just be a few years before publishers and new dominant players have everything sewn up again?
4: Card games. Running a monthly board games night and attending several other regular ones has really developed my ability to think abstractly about game mechanics; card games, though, seem to be a particularly good way of studying and comparing them though. The similar format seems to make comparison more graspable; it’s certainly while playing card games that I get the strongest sense of game elements interacting with each other. Having the card as a consistent token that performs every function in a game, it seems to be easier to perceive its abstract function.
5. Real things. My final one riffs off of one of Toby’s: The love of physical things. I think there’s more to it than nostalgia. I think as more of our existence is tipped onto the net and happens as data, we become connoisseurs of physical experiences and understand more about the value of things. Maybe we even need it more. Also, as more things are instantiated from digital designs, a higher proportion of objects have the capacity to be novel. I’m finding it very hard to untangle this one: Where do I draw the line between value and nostalgia, when, for instance, it comes down to the smell of books? Am I biased toward physical experience because I took up cycling, snowboarding, and a martial art this year? Is a shift in the way I value things a by product of getting older? I don’t know, but I think there’s definitely something post-digital about it.
(CC image by Michael | Ruiz)