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Weekly Links #258: impatient learner edition

24 February 2019 — No Time To Play

Hello, and welcome to my weekly gamedev newsletter. This Sunday I'm a little short on news again. Between finishing up another interpreter, and writing a piece of flash fiction, not many news managed to hold my attention. Might as well take the time to write about an issue I've been noticing lately.

Look, we all have to start somewhere, and in the beginning it's normal to trip and stumble a lot. So when you know you're still learning? Maybe don't rush. Lately I see people trying to get started making games with Pygame who clearly haven't yet mastered, not just Python, but elementary programming concepts like loops and lists. And they don't seem to take the hint when gently pointed in that direction.

And you know what? I've been through the "gonna make the ultimate MMORPG" stage. It never went anywhere either, of course. But that was after 8-9 years of programming as a hobby, and another 3 or 4 profesionally. At least I had a reason to be overconfident. And a team of friends with similar or better skill level.

Kids are growing up so fast these days. With that however seems to come a degree of impatience. Which isn't helped by "easy" tools like Scratch, which do nothing but sweep complexity under the rug. At least Love2D won't let you forget there's a game loop behind the scenes, even if it's normally hidden from sight and not under your control. Even better, you can pop the hood open and fiddle with it if you know what you're doing.

Back in my day, the entire computer was like that. You wanted a loop? You'd use a GO TO. Keeping track of multiple sprites? Use an array of X and Y coordinates. It was damn hard. I wouldn't go back for anything but the simplest games. (There's a reason shoot'em ups were so popular in the 1980s.) But the moment when I got a friend's explanation that the complex clockwork movement of a game like Dizzy resulted from every single sprite being updated little by little in turn, while music played one note at a time?

That flash of revelation is going to stay with me until death. And this level of understanding makes all the difference.

In the way of extended news, we have a new tool for retrogaming enthusiasts, and advice for launching a career in games writing. Details after the cut.

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Tags: retro, tools, personal, philosophy

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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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