Here is a less explanatory welcome, or perhaps, an "about" page. Rather than worry about the circumstances of its existence, or all of those details that add up to how this blog exists, this is the what and hopefully the why.
I've had to do a lot of thinking about games. I'm a game designer. I suppose I'm about to be a producer, which means I'll be a producer who just pretends to design (Quick joke: How many producers does it take to screw in a lightbulb? Two. One to hold the bulb and the other to hammer it in) or some such. I've been told I have a knack for it by exactly one person (not myself. I don't for a minute believe the hype), and with that absolutely no credibility. I believe in proof by hypocrisy, meaning that I'm wrong, or do things the wrong way, but know there is a better way to do them. If I catch you doing something the same way, then you're wrong as well. This only works because I'm honest about, and I try like hell to make it not the case. The effect is rather bathetic, but hopefully, falsifiable. Credo.
This blog is usually about neat things that I find. Things which lodge themselves in my brain and I have to share them or work through them. A designer told me once that the world, and all the things in it, are all endlessly and perfectly fascinating, and really, if you want to make good art, it can't hurt to start there. I'm inclined to agree. Memes can hijack a mind sometimes, you know? Other times I post things here because it's where they'll get seen. That's the ugly realpolitik of living on the internet and living beyond your means in terms of how much you're expected to read, write, think, analyze, design, and produce in a given day. I wish the faces of clocks had a baker's dozen of hours. What this blog is supposed to be about, what it is about, right now, is thoughts and commentary on the game industry, but somewhat broader than that: I think the web is going to eat our lunch. Games have currently eaten you lunch, Mr. Music, in terms of dollars, and they're gunning for you, Mrs. Movies, and in a little while it'll be the same way for attention. Remember, I wish we had 26 hours in the day, and unfortunately, when it comes to time spent on my ass in front of a glowing screen, something is going to have to lose out. I'm afraid we're all going lose to the web. It's where I waste enough time as is. So rather than hiss and curse and spit at its black magic, I'm trying to pull a Coyote and steal away the magic held in the web and use it to make better games. Simultaneously, the thinking around games needs to grow up. It's puerile, it's awful, and it's shortsighted in ways that make me tremble in frustration. Games sit beautifully at the intersection of emerging art and commerce, and it's a guarantee that in any room full of developers, you are not the smartest person there. Yet in these meeting rooms filled with the philosopher-kings of fun, no one seems to be willing to admit they are completely craven and working for filthy, filthy lucre (not that there's anything wrong with that, but let's come to that honestly, eh?) or stand up and declare that they are making real Art-with-a-capital-A-and-damn-the-torpedoes-while-we're-at-it! If we aren't being reductionist, there's no reason the two can't coexist, but because we are, and because the vast majority of ludic output at the moment is gutless, simpering dreck, I'm about to throw in with one camp or the other just to see a decision made, a line drawn in the sand, a bet placed, and something proven, either by success or failure.
I really, really don't want to play l'enfant terrible of the games industry (and that seems a bit presumptous of a college student in his final semester, that whole speaking for the 60,000 anglophone North Americans employed in this vocation), and I don't want to write a sweeping manifesto about games, or indie games, or writing about games, because all of those have been done. They've all had a marginal impact. Most have failed. What I want, and what you should be taking away from this, is the sense that you've just seen Diogenes with his lamp lit in broad daylight. Here's a trainwreck of a man, and what he's shouting doesn't make a lick of got-damn sense (and does he have to swear so much?), but at the same time, there's something noble about looking for the truth in all of this. For whatever reason, we've stifled ourselves. Shut ourselves down, and surrendered whatever artistic freedom we once had. We need that freedom back, and with it, the liberty to say what is good and what is bad. We must clamor for the former, and deride the latter.
We're on the threshold of something big, and something wonderful. Chances are, it's already happened and we're just trying to make sense of what that something is. Games are our shared future, just as they have been our shared past. In the short run, there are some very hard, but assailable problems facing game designers and developers. It's time to make story (I will stab the man who uses "narrative" as a verbal crutch) play nicely with emergence and interactivity. It's time to start treating AI as a first priority feature. It's time to bring modern gameplay into everyone's hands: rich, poor, young, old, man, woman, able-bodied or no. It's time to let games broach difficult, troublesome topics, to get into messy ethics and moralities. It's time to treat the scholarly study of games a real discipline unto itself, to embrace the syncretism with other disciplines that implies, while standing firm and rejecting the dregs of their work as dreck when it is useless or harmful to the discipline of gamecraft. We must stop coasting on novelty, while staying novel ourselves.
There are many, many reasons I am deeply and ardently in love with games. Here is one of the shorter ones: they are a form of Gesamtkunstwerk, and therefore, an expression of our highest humanity.
So that is what this blog is about: games, but games because they are human. Because in every game, there are players.