Speaking at Lift12

20 February 2012

Unmentioned yet, owing to being busy: I’m going to be talking at Lift12 in Geneva this week! I’m in the games slot, along with Kars Alfrink and Sebastian Deterding, which should prove interesting (and, of course, fun). I’ll be talking a bit about Systemic Media for a Systemic Age, which is a “flip”/spin-off from my Design of Understanding talk. A bit more blurb:

The 21st century is one in which society increasingly moves away from an infrastructure of direct action, to one of layered systems. Those systems are built out of many materials: hardware; software; urban infrastructure; politics; morals; people. These interconnected structures often seem strange and foreign.

But we’ve played with interconnected systems for thousands of years. Games are what Eric Zimmerman has called “systemic media”; they are one of the many native cultural forms to this systemic age. This talk examines the ways systems exist in games, and their value in understanding a systemic world. What are the ways games teach us about the interconnectedness of things: how to understand it, and how to live within it?

I think the final talk will probably be similar. Anyhow: if you’re at Lift this week, do say hello! And if you’re not, I believe the talks will be streamed live over at the lift website.

  • "Every time you throw in a quick fix for something because it’s Getting Late(tm), stop and see if you can fix it correctly right then. Pragmatism says it might not be possible in the time remaining, and that’s ok; “Real artists ship” and all that but a ruthless artist will fix the problem first thing in the next release so they can keep shipping again and again and again." Unhuh.

A few weeks ago, Christopher Butler (who you might know for his year of ideas books) asked me if I could supply some notes on “forward-thinking design, the skills designers need that they may not have learned in school, and the future of their practice” for HOW magazine.

The full article is now online, including some comments from me. I was a bit apprehensive about writing this: I’m not trained in design, but I know and have worked with people who very much are, so I’m wary of making proclamations. Also, much of my own understanding and practice is shaped by my time (and colleagues) at Berg, so I hope they understand where my thoughts come from. As ever, their work on “Immaterials” has a lot to say here.

But I also hope there’s a bit of me in there too, and that I didn’t say anything too heinous.

Read the full article here.

  • "My hope is that Playfic opens up the world of interactive fiction to a much wider audience — young writers, fanfic authors, and culture remixers of all ages." Which is always the audience Inform 7 felt like it was really branching out towards. Sometimes the way to make things accessible is to lower the cost of entry – and in that case, it means a webservice, rather than a downloadable app. Will be interested to see how Playfic develops.
  • "As a novelist, his ludic delight in finding new ways of playing with language — new ways of narrowing the ever-descending phalanx of cliché — is palpable in every sentence. So for all its contextual aberrance, this strange and disreputable book actually makes a certain kind of warped sense. And if for some reason you happen to be looking for a guide to arcade games of the early 1980s, you could probably do a lot worse." I knew of the book already – but this is a striking look at it.