[ by Charles Cameron — among other things, a great lecture on complexity / complicity in a complex world ]
I am always on about form, practicing ways of seeing form, of recognizing pattern in the very structure and logic of events — as though that practice were practical, had some eventual fruitfulness in practice, in the world of worldly affairs. And it may seem strange, erratic, off-course to many of my readers here, especially those who arrive in mid-stream, or with expectations of specifically strategic insight.
The other day I watched a lecture a friend of mine gave a couple of years back, and I wanted to bring it here because — tangentially — with its loops and diagrams it shows underlying form as it in-forms the games we play, the worlds they conjure, the ways we understand and navigate them, and the world around us — in which we find ourselves, and on which they are, however remotely and ingeniously, based.
My friend Mike has been lead designer on Sims 2 and Ultima Online among other games, and is currently a Professor of Practice in game design at Indiana University, Bloomington.
More from Sellers’ bio:
He has a Bacon Number of 2 and hopes someday to have an Erdos Number.
Oh — and he was an extra — lucky dog, sorta — in Francis Ford Coppola‘s Apocalypse Now.
My own analytic approach, my insistence on monitoring form as well as content, and my own HipBone Games all work at the underlying / subconscious level at which Mike pitches his talk. I hope this helps you understand what I’m about — but even if it doesn’t, it’s a fine introduction to game design and the understanding of a complex world by the man who famously reminded his fellow game designers:
An idea isn’t a design. A design is not a program. A program is not a product. A product is not a business. A business is not profit. Profit is not happiness.
Good thinking, from a good friend.