# game as play enablers that is not just for making worlds or maps summary: video game development engines should be infinitely far more simple and direct enablers of play - more like colourful beach balls rather than mere scene setters rather than making words or maps for games to place in game engines should be play enablers - facilitators of new more immediate expressions of play - in short plastic pals that are fun to create with // video here 'making games still takes far too long and is still too infinitely nerdy and endlessly tweaky'; developers should make the phrase "game engine" take itself at it's own word forcing them to be what they currently only appear to do - be engines of the immediate process of garming (ie. play) old style game based development: wait around as a scientist while entire overworked teams of stressed out devs and artists spend hundreds of people-years and untold millions of dollars creating an entire world (if not universe).. for some bland game to take place in new style play(/er) based development metaphor: somebody throws you a beach ball and you throw it back - cool variations immediately follow brian eno talking about synthesizers > (..) i want synthesizers (game engines) to be more like that: to be more complicated. not complicated in the sense of giving you more choices - that's a boring form of complication: i mean in the sense of giving you less choices but ones that are individually rich and complex currently however it's a damn miracle any modern game (opportunity for play) gets made at all before this universe dies from terminal boredom // video here perhaps scientist-developers should be responding to videos and obsolete design metaphors likes this with t.l/d.p - "too long / didn't play" // republic of bob