# garme engines as free to develop garmes
to reconsider garme engines and ir interfaces as ftd ("free to develop") garmes
**+** "better not bigger - smarter; to not rely on brute force"
**+** note the software tools used to make garme are often far more interesting than any one garme
**+** emergent fully procedural artificially alive systems - not engines spewing out dead (static) output at one end
**+** more about observing than control - allowing events to happen; playing with fuzzy parameters
**+** imagine removing the artificial almost entirely arbitrary line between 'developing' and 'playing'
**+** "if i throw a ball at you i don't expect you to drop it and wait until it starts telling stories"
**+** fully collapse the interface into teh garme - "like garry's mod only more so"
**+** smash all windows - consider little 2d rectangular boxes with slider bars as bizarrely obsolete
**+** node based yes - but nodes considered as ants; everything's already on the move
**+** less about 'herding cats' or 'knowing the rules' but observing one's own influence in the magnetic field
**+** the correct "like lego" analogy; 'tools as play' right now - immediacy; not merely creating complex (computationally and artistically expensive) artificial places before anything _oddly interesting_ begins
**+** everything on screen as simultaneously a tool an object and a toy for play and (exploring) garming
**+** everything has its own set of modifable rules
**+** everything as dynamic inter-dependent (intelligent) systems - "machine tools with personalities"
**+** feedback looping: a garme engine system producing its own output dependent on its own inputs
**+** garming / play as something that happens in the interactions between tools objects and toys
**+** such a garme space could evolve the notion of a 'visual language' of play
**+** such a garme-system would more easily allow johnathan blow's dynamical meaning / ian bogost's proceduralist rhetoric
**+** (thinking) social spaces rather than dead maps
**+** garmes as evolving services able to accommodate multiple (/simultaneous) modes of play
**+** "players as the true engine of garme development"
"which engine should develop my garme on?": often the entirely wrong question
valve: you can't compete with your player base so get out of the way
if unity engine / unreal engine was entirely 'free to develop' that might be a good thing
reconsider the relationship between a garme engine and its developers like the relationship between minecraft and its user generated content
free teh garme development engines and freely (socially) advertise successful developers who feed a proportion of ir profits back into teh garme engine itself: everybody wins?
// republic of bob