In which I act like a crotchety old man urging the kids off my lawn.
Between this piece at Gamasutra by Neils Clark (and especially Keith Burgun‘s comments in the discussion thread), and this blog post that caught my eye, “Designing for Grace”, I am struck once again by the way in which the gap between two cultures is causing strife in the game design community.
I mean, take a look at what Jonas Kyratzes says in “Designing for Grace”:
To say that story is a form of feedback rather than a game mechanic is not so much to make an incorrect statement (well, it is, but let’s not go there now) as to make a statement about a different matter in a different language on a different planet in a different universe… [emphasis mine]
Holy Cow. Talk about a culture gap. Now, he goes on to discuss what it is he aims for, which is “grace,” and which he defines as something very real, but that the engineering-minded cannot grasp.
This is temper-tantrum-inducing for me, because I have been working hard on being an artist for a period approximately equal to the time that Jonas Kyratzes has been alive.
But I have no beef with him overall, really, because Jonas Kyratzes is reaching for the value of games.