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New beginnings

01 January 2019 — No Time To Play

Happy New Year, dear readers. If you can read this, the No Time To Play blog has come home at last. Even more, it's now future-proof. Well, not as much as I'd like. This format will have to be revisited again in five year's time. But you know what? By that point, this site will have been online for fifteen! If it's still around then, having to reboot the blog again will be the least of my worries.

As part of this renewal, I'll make a deliberate effort to talk about No Time To Play in the singular. It's been just me for years, after all, apart from Nightwrath's moral support (and occasional link to comment on), and Kelketek's contributed article from... yikes, 11 months ago already. Might as well make it more personal.

What to write about in 2019 is the thorny question. At the beginning of last year, I set myself game-making tools as the topic of choice. That worked, after a fashion, but for my failure to reach a satisfying conclusion. Gonna have to do that before moving on. And then... what?

Suggestions are welcome. It's just that we'll have to talk on social media somewhere. Sorry about that. Can't have them all.

Well, there is something. After a string of disappointing releases, I spent the past few months trying to rekindle my interest in making games. And you know what? That was the entirely wrong way to look at things. Some of my best work in recent years, as measured by audience interest, has been little interactive toys that are only tangentially game-related. A tabletop RPG sourcebook in Twine format. An unfinished walking simulator. A low-tech graphics engine and suite of tools.

Earlier in autumn I expressed the opinion that maybe we should stop thinking in terms of game design. Writers don't think in terms of "novella design". They think of what they have to say. Let's go one step further and stop thinking in terms of games. Interactivity itself is a medium; let's see what we can express with it that we can't in any other way.

It doesn't have to be a contest. It doesn't have to be a product. Or even art.

Let's make nice things that bring people joy. We can sort them out later.

Tags: meta, personal, tools, interaction, philosophy

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