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Impossible Games Manifesto

QuoteMake Games that don't sell and sell them anyway:
  • Always let your desire to create and communicate fuel the rest of your decisions.
  • Don't let yourself be pushed into treating your own ideas as products to be sold and exploited by others.
  • Your ideas are more than whatever worth is being attached to them by a marketplace.

I am on board with all of these bullet points, but why "sell them anyway"?

1. "Always let your desire to create and communicate fuel the rest of your decisions."

Therefore, Make games (regardless of whether they sell). But why sell them? Get me there, manifesto. What does selling my games do for my creation or communication?

2. "Don't let yourself be pushed into treating your own ideas as products to be sold and exploited by others."

Therefore, Don't sell them, actually?? I could arguably parse this as "it's OK to treat your own ideas as products to be sold and exploited by you" but that really does not seem in the vibe of the manifesto.

3. "Your ideas are more than whatever worth is being attached to them by a marketplace."

So you either sell your game and see the worth that the marketplace attaches to your ideas, or you don't sell your game and don't see the worth. I can see an argument that there's value in seeing the marketplace attach worth to your ideas so that you can actively reject that valuation, but this is not an argument that's being made here well, or at all.

My argument: this uh capitalism counterculture is fuelled by the fantasy (utter fabrication) that completely rejecting money and all good money-making strategies will somehow, in the end, be rewarded with money. Or it 'should' be and therefore we 'should' act as though doing this is a good idea, financially speaking.
I'd like to start out by saying my takes on these two posts will be primarily negative, but it's not meant to be directed at these posts, specifically. I've heard similar things written in these posts in other places, and I read these posts at just the right time for my feelings to finally crystallize! With that said, let's embark on a journey.
Fictional Games / Rara Racer
May 03, 2022, 09:46:45 AM
Rara Racer, increpare
Fictional Games / The Beginner's Guide
May 03, 2022, 09:46:21 AM
The game is about how it's a game about a fictional game.
Fictional Games / Ender's Game
May 02, 2022, 09:36:03 PM
I read this novel as a kid, and I remember being fascinated by the weird little adventure game that Ender plays -- not the wargame likely referenced by the title.
Fictional Games / Mike Meginnis
May 02, 2022, 09:24:44 PM
Mike Meginnis has written a couple of fictional videogame stories. I like them both a lot.

Fictional Games / Q1: Void
May 02, 2022, 09:10:12 PM
Fictional Games / The Dowager of Bees
May 02, 2022, 09:08:58 PM
A short story from China MiƩville's Three Moments of an Explosion
Fictional Games / Lucky Wander Boy
May 02, 2022, 09:07:55 PM
This novel is about the protagonist's search for an arcade game which he played before as a child, Lucky Wander Boy. He -- the character -- writes about the game and the experience of playing it, while also writing about his experiences with other real games.
Fictional Games / The Starless Sea
May 02, 2022, 09:05:18 PM
Quote from: p447-448It felt like the right decision at the time but you know, you wonder. What might have happened next?

That's what I started working on, even though it was unplanned. I wasn't working, at all, for a while there and I didn't know what I wanted to do, I didn't know what I wanted at all so I kept thinking about what is it that I want and kept coming back to telling stories in game form. I got to thinking all of this might be a halfway decent game if it were a game. Part spy movie, part fairy tale, part choose your own adventure. Epic branching story that doesn't stick to a single genre or one set path and turns into different stories but it's all the same story. I'm trying to play with the things you can do in a game that you can't do in a book. Trying to capture more story. A book is made of paper but a story is a tree.

You meet someone in a bar. You follow them or you don't.

You open a door. Or you don't.

Either way the point is: What happens next?

It's taking an absurd amount of notebooks full of possibilities but it's getting somewhere.
Close reading / Re: Ficciones
April 30, 2022, 08:22:07 AM
The Lottery in Babylon

Similar vibes to The Circular Ruins... there is a setup, but I have no feelings about it afterwards
See No timeless fashions.

There is an ever-evolving culture which surrounds each of us. What do we expect? There is always A Pattern Language though we don't talk about it as such: things we have accepted as reality or shorthands to it. Justice, karma, employment. We can perceive our cultural patterns through the focus of words, though they are imprecise. Words fall out of fashion slower than patterns do. Words are just pointers.

What is the game design equivalent of 'foreshadowing'? Consider a deck of cards from which one draws a hand of cards: this hand of cards gives a sense of the composition of the deck. In a sense this is foreshadowing; we are given a hint, a piece, of a larger conclusion: the understanding of such a system.

Is technology accelerating fashion? Accelerating boredom?

The internet, the great network of humanity, is a catalyst for connection and change, and our symbiotic relationship to it -- no, not symbiotic, the internet is composed of nothing but people, is a family member symbiotic to a family? -- is growing stronger at a constant rate.
Close reading / Re: Ficciones
April 26, 2022, 12:46:13 PM
The Circular Ruins

I get what it's doing, but I did not think much of it.
Close reading / Re: Goodbye, Eri
April 24, 2022, 09:45:01 AM
"Once is a mistake, twice is jazz."