# open slash early access game development rust
> people naturally enjoy watching ideas and concepts they love grow and thrive. it gives people a sense of ownership and vest interest in a project's success
> ~ dean permanent alpha hall of bohemia interactive
consider the ongoing debacle / barnacle about "early access" games - and how it relates to the challenges faced in "open access" development - as just another game itself
note the false tension between ridiculous self-misconceived notions of teh game developer auteur and the wisdom of crowds generally
garry newman's game space "rust" is as much about the survival of rust as a game system in the ecology of games than what garry says teh game is actually about ("the only aim in rust is to survive") or what happens in it
some have said that crowds are ignorant and open development is crap'; yet consider the differing arguments for editorial improvements or modifications seen in the comments section of such articles the exact same types of demands for changes made by scientists and supporters of open / early access games
rust as a game is formed only of arbitrary fleeting impossibly intangible and slippery ideas - yet these ideas are always other ideas - ideas that belong to anyone because they belong to nobody existing independently of any single developer
for example -ideas about crafting from minecraft notions of survival from dayz
one potentially interesting thing in rust are the naked hairless apes (ala "2001: a space odyssey") running around with rocks bashing in the dim skulls of other clones; hollow symbols of that idiot adam in the dead radioactive garden of early / open access video game creation
to view rust as the archetypical game-space for the modern postmodern gamer (mpg) stuck in permanent alpha: meaninglessly vast and un-profoundly empty populated by hyper-aggressive willingly isolated lifeforms freely exercising ir right to futility by chopping virtual wood for years while screaming down the mic at other self hating trolls
and all that's ever left is a series of abandoned huts scattered across some random corroded digital blandscape like bear dung
(war) games without frontiers
garry newman: "to be honest we've got about four or five other projects on the go right now! as long as rust pays our wages we're going to keep working on it. even when it's finished it's not *finished* it'll still be updated in the same way that garry's mod did. i suppose it's the way with big games there's never an end point it just evolves"
"it just evolves": that is rust has no goals but to exist; it exists albeit as a series of brown colored electronic signals - but does not live; an extremely open ended process (of unending murder and conflict) without beginning or end
rust is early in that it forever (alpha) arrives unfinished and is only ever partially manifested; it's open in that its brains have fallen out - are forever merely distributed uselessly drifting and diffuse it's concepts muddled and vague
the relationship between rust and time - time *as* rust; "the dead rust of time"
yet another dev update
apparently rust is getting an experimental update - or rather a code base overhaul. quelle surprise
the question is how is this update supposed to be read as remotely different and any more / less important than any other regular update?
// image here - rust updates': regular b.s or decaffinated?
somewhat laughably game developer garry newman states: "there were a lot of decisions made when we didn't know what game we were making"
but that's just it - you don't seem to know what game you're making gaz. rust seems the merest idea of an idea of a game
instead of endless infinitely nomadic code drift - as long as it pays the bills - why not simply make the entire project open source and turn it over to flans? allow rust to be anything and everything from a hardcore open world survival-as-horror pvp grindfest to a barely interactive screensaver
making it all up as you go along
there's often a lot that's wrong with making it up as you go along. (i know something about this)
you know that scene in aliens where riply feels utterly incredulous towards bishop because despite everything ir's apparently still busy collecting data?
ripley: ash. any suggestions from you or mother?
ash: no we're still collating
ripley: you're what? you're still co-llating? i find that hard to believe
ash: what would you like me to do?
ripley: just what you've been doing ash nothing
consider what might naively pass for a while as energetic spontaneity and playful off-the-cuff freestyle invention regarding your game as too often really a bunch of thin lame excuses trotted out by pathetically sleazy money grabbing flakes dressed up in the serious language of indie-spirited game development passion and dedication'. "trust us - any day now."
passion for what - wool pulling? dedication to what - putting off the inevitable plain vanilla truth and unadorned reality of your developmental pump n dump cynicism?
as they might say in the sopranos - finish the goddamn game already or gtfoh
// republic of bob