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by zwaps
1957 days ago
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Comparing oneself with Neo Einstein to start with led me to write a rather scathing reply here. A moment of reflection led me to delete it. I think I genuinely lack context. I do not know the author, nor any of his games. I know that in the wider context of the game industry, they are not defining moments - games that people consider milestones. We also know that today's games feature much more "realistic" and complex systems than the affine or multiplicative equation the author gives us. After all, interdependent agents on different levels produce results that can rarely be described by such simple measures. Getting a well-defined, realistic, complex yet FUN game system from such agent-based approaches is hard, but ultimately the goal of most game designers. It seems to me that the author may have had some initial insight, and got snubbed in the mid-eighties by other designers or successes. It further seems that he has since then not reevaluated the state of the game industry. Or, perhaps, he lacks the ability to describe his unique insights in terms the reader can understand? |
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You definitely lack context. I think Crawford's artistic program is completely in the wrong, that the Erasmatron is a joke, and that narcissism is largely responsible for leading him down this path.
But Eastern Front and Balance of Power are seminal in wargaming and computer gaming, Siboot remains an oft-studied object, and the idea of the storytron was both reasonable and radical in 1993 even though Crawford ended up on a useless path developing it.
Crawford was a looming figure in the industry in the 80s, exited (rightly, and literally to applause!) to protest the commercial direction the industry was taking in the 90s, but then disappeared up his own ass for way too long. There's the oft-quoted line from Hamming about productive research, of which Crawford is probably among the most intense, and definitely among the most tragic, example:
I notice that if you have the door to your office closed, you get more work done today and tomorrow, and you are more productive than most. But 10 years later somehow you don't know quite know what problems are worth working on; all the hard work you do is sort of tangential in importance.