# garme as play enablers that is not just for making worlds or maps summary: video garme 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 garmes to place 'in' garme 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 garmes' still takes far too long and is still too infinitely nerdy and 'endlessly tweaky'; developers should make the phrase "garme 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 'garme based' development: wait around as a player 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 garme 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 (garme 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 garme (opportunity for play) gets made at all before this universe dies from terminal boredom // video here perhaps player-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