[AB]
"You have to give people the tools to resolve those inner forces. That's a living system."
~Taylor Troesh's "The Timeless Way of Software" (https://newforum.droqen.com/index.php?topic=781)
... in which Troesh provides a particular description of Christopher Alexander's idea of life and of living systems perfect for my purposes of killing gameplay:
[ A. To play a game is to dwell intentionally in conflicting forces, and to make a videogame is to capture or even create those forces, and withhold the best tools for resolving them.
B. Gameplay is already by definition dead. ]
hello game designers. there are, i have heard many times, those who hold the opinion that games are hard to design because it is a "new field" or whatever. but i would like to suggest another possibility:
gameplay itself is one of Jaffe's "cursed problems," a thing that contains its own opposite, a snake swallowing its own poison, dead already.
(skinner boxes.)