# 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 gaming (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