[HN Gopher] End of an Era
       ___________________________________________________________________
        
       End of an Era
        
       Author : marcusestes
       Score  : 196 points
       Date   : 2025-06-30 19:17 UTC (1 days ago)
        
 (HTM) web link (www.erasmatazz.com)
 (TXT) w3m dump (www.erasmatazz.com)
        
       | AndrewDucker wrote:
       | This feels quite sad.
       | 
       | Someone who clearly wanted to make a difference, but mostly seems
       | to have not just _made games_.
       | 
       | He made game tools, but then didn't actually use them to make
       | games. And then he blamed everyone else for not being ready for
       | what he was making.
       | 
       | Giving up after only one released work just seems like such a
       | shame.
        
         | abetusk wrote:
         | The posts author and site operator is Chris Crawford [0]. He
         | said so in the post but Wikipedia confirms that he was mostly
         | active from 1980s to 1990s with at least 15 titles to his name,
         | not including other tools that he built and not including game
         | design books that he authored or wrote for.
         | 
         | [0]
         | https://en.wikipedia.org/wiki/Chris_Crawford_(game_designer)
        
         | refulgentis wrote:
         | This feels quite sad.
         | 
         | A whole person -- flattened into little bits gleaned from some
         | text, glued together with assumptions and world-building --
         | dismissed as "blaming" and "giving up" "after one game"
         | 
         | The YouTube link in the other post has a top comment of "The
         | best speech in all of gaming history delivered by what must be
         | considered the Socrates of gaming.", to give you a sense of
         | there may be more depth to this person than "giving up after 1
         | game".
         | 
         | If nothing else, it indicates _the crowd_ perceives more depth,
         | which will be enough to make you ponder if you missed
         | something.
         | 
         | I suggest re-reading the article with a different set of
         | assumptions -- when faced with a contradiction, first, check
         | your premises -- it's likely the guy worried about declining
         | programming skills and pointing out the ease at which he was
         | dismissing JavaScript due to simple errors, is being self-aware
         | and sarcastic.
         | 
         | Once you're freed via engaging with your own thinking, instead
         | of rushing to do public judgement, it is a quite beautiful
         | meditation of working on something that fails to get the
         | mindshare you hoped for, and a all-too-familiar to all of us
         | reminder of the cognitive dissonance required to be okay with
         | that, even when you'll never be okay.
        
           | stevage wrote:
           | Also he says he was 70 on 2020 before embarking on some of
           | those big projects. I hope I'm half as active then.
        
           | drewcoo wrote:
           | I just saw a gen-Z kid choose to play Ms. PacMan instead of
           | Zaxxon. This is heresy on the level of playing Buck Hunter
           | instead of Tempest or even Galaxian. Some games we all know
           | but some are legend.
        
         | ahefner wrote:
         | He definitely _made games_. Chris Crawford was one of the first
         | known _names_ in game design, a few years ahead of
         | contemporaries like Sid Meier whom I expect you 'd still
         | recognize. Crawford seemed to alternate between computer war
         | games, with reliable prospects for commercial success in the
         | 80s, and more experimental fare about managing nuclear
         | reactors, geopolitics, and such - difference being he seemed to
         | get bored by the whole thing and completely disembarked in
         | pursuit of whatever it was he intended to achieve via
         | Erasmatron, Storytron, etc. It's fascinating to read his
         | writings over that period. It seemed a sort of tragic paradox
         | overshadowing all of it that, if he was so bored of
         | mechanistic, algorithmic, and predictable computer game
         | mechanics, maybe stop pursuing computer games as your chosen
         | medium? It may have been a blind alley in the end, but someone
         | had to explore it.
         | 
         | Nevertheless, it is quite sad - however, it's difficult for me
         | to relate to the experiences of someone who lived through that
         | first wave of personal computing and played a notable part in
         | it - perhaps through that lens, anything was possible.
        
       | proneb1rd wrote:
       | Was his video presentation ever recorded? Would be interested to
       | see what kind of tools he's been building
        
         | abetusk wrote:
         | Just a quick search on YouTube for Chris Crawford yields a few
         | results [0] [1] [2].
         | 
         | [0] https://www.youtube.com/watch?v=nMg2_teHVTs
         | 
         | [1] https://www.youtube.com/watch?v=ajz_1TqccYA
         | 
         | [2] https://www.youtube.com/watch?v=CBrj4S24074
         | 
         | [3] https://www.youtube.com/watch?v=HFPs9MUvR3U
        
       | moondistance wrote:
       | Chris Crawford is also famous for the Dragon Speech :)
       | https://youtu.be/CBrj4S24074?si=Ph12RpW8BKsh8-qS
        
       | vault wrote:
       | dark reader screws this website so badly
        
       | ianbicking wrote:
       | What he describes feels so familiar to me... the ideas and
       | projects I've cared about most have usually landed flat. And
       | because the ideas matter to me I try over and over, hoping that
       | there's something I can change or explain or improve that will
       | make the difference. Like him I also can get lost in the tools,
       | making the thing-to-make-the-thing instead of making the thing.
       | Sometimes that's a necessary prerequisite, but I think it can
       | also be a defense mechanism... a way to avoid approaching an
       | ambition that intimidates me, or that I think will reveal what I
       | lack.
       | 
       | I was not familiar with Chris Crawford before this, though I
       | think I'll look into him more. Reading his idea of People Games
       | [1] I wish he was a younger man with a bit more time to revisit
       | these ideas with new technology. There are new interactive
       | mediums to discover with LLMs, and it's mediums that he's clearly
       | been trying to create all this time...
       | 
       | Quoting his excerpt:
       | 
       | "I dreamed of the day when computer games would be a viable
       | medium of artistic expression -- an art form. I dreamed of
       | computer games encompassing the broad range of human experience
       | and emotion: computer games about tragedies, or self-sacrifice;
       | games about duty and honor, patriotism; a satirical game about
       | politics, or games about human folly; games about men's
       | relationship to God or to Nature; games about the passionate love
       | between a boy and girl, or the serene and mature love between
       | husband and wife of decades; games about family relationships or
       | death, mortality, games about a boy becoming a man, and a man
       | realizing that he is no longer young; games about a man facing
       | truth at high noon on a dusty main street, or a boy and his dog,
       | and a prostitute with a heart of gold. All of these things and
       | more were part of this dream, but by themselves they amounted to
       | nothing, because all of these things have already been done by
       | other art forms. There was no advantage, no purchase, nothing
       | superior about this dream, it's just an old rehash. All we are
       | doing with the computer, if all we do is just reinvent the wheel
       | with poor grade materials, well, we don't have a dream worth
       | pursuing. But there was a second part of this dream that
       | catapulted it into the stratosphere. The second part is what made
       | this dream important and worthy: that is interactivity.
       | 
       | "Let me explain to you why interactivity is so overwhelmingly
       | important. Let me talk about the human brain. You know, our minds
       | are not passive receptacles, they are active agents. It's not as
       | if we have a button on the side of our heads and they come along
       | and push the button and the top of our heads flips open and then
       | they take a pitcher full of knowledge and pour it into our skull,
       | and then they close the top of our head, shake well and say,
       | <<Congratulations, you're educated now!>>. [...] All the higher
       | mammals learn by playing, by doing, by interacting [...]
       | 
       | "The interactive conversation is effective, but the expository
       | lecture is efficient. That's the trade-off we make. And over the
       | centuries, we humans have learned that the gains in efficiency
       | outweigh the losses in effectiveness. And therefore we choose
       | expository methods. But the sacrifice remains real! We haven't
       | ever solved that problem. It's been with us since the beginning
       | of history. Every single artist has faced this, every
       | communicator, every teacher, every novelist, every sculptor,
       | every singer, every musician, every painter, every single artist
       | through all of human history has been forced to sacrifice
       | effectiveness for efficiency... until now. Because now we have a
       | technology that changes everything. [...] That is the
       | revolutionary nature of the computer. It allows us to automate
       | interactivity to achieve both effectiveness and efficiency. That
       | was the most important part of my dream."
       | 
       | [1]
       | https://en.wikipedia.org/wiki/Chris_Crawford_(game_designer)...
        
       | lxdesk wrote:
       | Crawford's work is worthy of study, as is the causation for why
       | he experienced external failure. It embodies the "simulationist"
       | aesthetic of game design: given enough modelled parameters,
       | something emergent and interesting will happen. This was a trend
       | of the 20th century: computers were new and interesting, and
       | simulations did work when you asked them to solve physics
       | problems and plan logistics. Why wouldn't it work for narrative?
       | 
       | But then you play the games, and they're all so opaque. You have
       | no idea what's going on, and the responses to your actions are so
       | hard to grasp. But if you do figure it out, the model usually
       | collapses into a linear, repeatable strategy and the illusion of
       | depth disappears. You can see this happening from the start, with
       | _Gossip_. Instead of noticing that his game didn 't communicate
       | and looking for points of accessibility, he plunged further
       | forward into computer modelling. The failure is one of
       | verisimilitude: The model is similar to a grounded truth on
       | paper, but it's uninteresting to behold because it doesn't lead
       | to a coherent whole. It just reflects the designer's thoughts on
       | "this is how the world should work", which is something that can
       | be found in any comments section.
       | 
       | Often, when Crawford lectured, he would go into evo-psych
       | theories to build his claims: that is, he was confident that the
       | answers he already accepted about the world and society were the
       | correct ones, and the games were a matter of illustration. He was
       | likewise confident that a shooting game would be less thoughtful
       | than a turn-based strategy game because the moment-to-moment
       | decisions were less complex, and the goal should be to portray
       | completeness in the details.
       | 
       | I think he's aware of some of this, but he's a stubborn guy.
        
         | cossatot wrote:
         | This is evident in his description of programming in his later
         | years:
         | 
         |  _Time and time again I would send my friend Dave Walker an
         | email declaring that Javascript (or something else) was utterly
         | broken, incapable of executing the simplest program without
         | errors. Dave would ask to see the source code and I would
         | present it to him with detailed notes proving that my code was
         | perfect and Javascript was broken. He'd call me, we'd discuss
         | it, and eventually he'd say something like, "Where did you
         | terminate the loop beginning at line 563?" There would be a
         | long silence, followed by the tiniest "Oh" from me. I'd thank
         | him for his help and hang up. A week later, I'd be fuming again
         | about another fundamental flaw in Javascript._
         | 
         | Many of us are stubborn and will work hard and long, without
         | much positive external feedback, under the assumption that our
         | vision is correct and the audience, if one even exists, is
         | wrong. Much fundamental progress has been made this way:
         | Faraday, Einstein, Jobs, etc. But of course many times one
         | simply _is_ wrong and refusing to see it means throwing years
         | away, and whatever else with it (money, relationships, etc.).
         | It 's a hard balance, especially for the monomaniacal without
         | much interest in balance. Finding out how to make solid
         | (public, peer-reviewed, evidence-based, whatever) incremental
         | progress towards the paradigm shift seems to be the way if one
         | can manage.
        
           | anyfoo wrote:
           | That quote about JavaScript is... huh. I do not understand
           | how you can even begin coming to the conclusion of
           | "JavaScript [is] utterly broken, incapable of executing the
           | simplest programs without errors" when obviously, JavaScript
           | (which I do not like, by the way) is productively used on a
           | large scale (even back then), and constantly under scrutiny
           | from programmers, computer scientists, language designers...
           | it's just baffling.
           | 
           | It reminds me of when I was around 10 years old or so, maybe
           | slightly older, and playing around with Turbo C (or maybe
           | Turbo C++) on DOS. I must have gotten something very basic
           | about pointers (which were new to me at the time) wrong,
           | probably having declared a char* pointer but not actually
           | allocated any memory, leaving it entirely uninitialized, and
           | my string manipulation failed in weird and interesting ways
           | (since this was on DOS without memory protection, you
           | wouldn't get a program crash like a segmentation fault very
           | easily, instead you'd often see "more interesting"
           | corruption).
           | 
           | Hilariously, at the time I concluded that the string
           | functions of Turbo C(++) must be broken and moved away
           | "string.h" so I wouldn't use it. But even then I shortly
           | after realized how insane I was: Borland could never sell
           | Turbo C(++) if the functions behind the string.h API were
           | actually broken, and it became clear that my code must be
           | buggy instead. And remember, I was 10 years old or so,
           | otherwise I don't think I would have come to that weird
           | conclusion in the first place.
           | 
           | Nowadays, I _do_ live in this very tiny niche where I
           | actually encounter not only compiler bugs, but actual
           | hardware /CPU bugs, but even then I need a lot of experiments
           | and evidence for myself that that's what I'm actually
           | hitting...
        
             | tangus wrote:
             | >I do not understand how you can even begin coming to the
             | conclusion of ...
             | 
             | Obviously he's not serious, he's playing the part of the
             | out of touch old man.
        
               | anyfoo wrote:
               | Ah, okay. Maybe it's more obvious in context, or maybe my
               | hyperbole detector is broken.
        
               | yuchi wrote:
               | Just as a small note I did not get that too.
        
               | smaudet wrote:
               | I can imagine grumpy an old man frustrated by a different
               | paradigm shouting at his computer.
               | 
               | We all become that eventually, hopefully we can all be as
               | poetic and humble (and honest) about it.
        
               | anyfoo wrote:
               | Sure, but "JavaScript [is] utterly broken, incapable of
               | executing the simplest programs without errors" is a bit
               | much. I find it hard to believe that even when I'm
               | completely out of touch, I'd say that about a language
               | that people are obviously productive in (as much as I
               | hate JS myself).
               | 
               | But apparently I didn't get the hyperbole.
        
               | Tarsul wrote:
               | Sometimes when I play a point n click adventure and I am
               | stuck for hours on a puzzle I tend to think: I've tried
               | _everything_... surely there must be some kind of bug for
               | why I am not proceeding.
               | 
               | Only to then realize (after reading the walkthrough) that
               | there was indeed a way.
               | 
               | I think it's human nature to find (rather search) blame
               | not only in yourself but everywhere else... anyhow, since
               | the author _is_ reflective we should be forgiving as
               | well.
        
               | nkrisc wrote:
               | It is a rather common mindset among beginner programmers
               | though, particularly younger ones.
        
             | smaudet wrote:
             | Other languages have problems, but before some basic
             | libraries (jQuery/Underscore) and language enhancements
             | (Typescript/Coffeescript), it was arguably quite
             | simplistic, and parts of the language were straight up
             | anachronistic.
             | 
             | If you've ever been unfortunate enough to have to wrangle a
             | VB script routine, it was (less bad) like that. If not, I
             | would go find some assembly code and teach it yourself, and
             | then imagine that instead of side effects in registers
             | there were random effects on your code/visual state.
             | 
             | And like assembly code, you could now imagine that the same
             | code might behave wildly different on different machines in
             | different browsers.
             | 
             | So a bit of "old man"isms, but also I imagine his
             | JavaScript was tainted by the early days. It's better in
             | some ways now, worse in different ways, I don't mean to say
             | that is the worst or the best, just to offer perspective on
             | where it came from.
        
               | anyfoo wrote:
               | I'm well aware of all of those things (I program modern
               | assembly for a living, and witnessed the evolution of
               | JS), but the quote was "JavaScript [is] utterly broken,
               | incapable of executing the simplest programs without
               | errors", which is a bit more extreme than what you're
               | describing.
        
             | lproven wrote:
             | > I do not understand how you can even begin coming to the
             | conclusion
             | 
             | Tell us again when you're 74.
             | 
             | I'm still nearly 2 decades from it, but I am a profoundly
             | different human to the one I was 20 years ago, or 20 years
             | before that.
        
           | bitwize wrote:
           | "Am I so out of touch? No, it's the _audience_ who 's wrong!"
        
           | dripdry45 wrote:
           | It's a quality I've run into with a couple people: young or
           | old, once they've ossified into thinking they are Better and
           | Smarter than everyone else, they stop being curious and
           | simply start mandating their wild "truths"
           | 
           | I'm sure we've all done it at one time or another, but
           | repeated as habit without learning seems to speak of a
           | certain kind of personality.
        
         | whoisyc wrote:
         | > He was likewise confident that a shooting game would be less
         | thoughtful than a turn-based strategy game because the moment-
         | to-moment decisions were less complex
         | 
         | Sounds like a classic example of Moravec's paradox:
         | 
         | https://en.wikipedia.org/wiki/Moravec%27s_paradox
         | 
         | It's not that a shooting (or action, or heck talk to
         | competitive fighting game players) game has less decisions for
         | the player to make, it's that the decisions being made are all
         | subconscious decisions about movements and difficult to put
         | into words.
        
       | gyomu wrote:
       | I was not familiar with Chris Crawford other than vaguely being
       | aware of the name. Reading this post and others on the website
       | (like
       | https://web.archive.org/web/20180820035048/http://www.erasma...),
       | it's hard to not get the overall picture of "person says everyone
       | else is doing it wrong, without having done it right themselves".
       | 
       | What I mean by that is that there are game designers like
       | Jonathan Blow who have their own theories on what is a great game
       | and are extremely critical of the industry not following those
       | theories, and then have released games that succeed at
       | demonstrating those theories. In Jonathan Blow's case, you can
       | disagree with the man, but you can't disagree with the fact that
       | The Witness is a wildly original, successful game (1M+ copies
       | sold) that has a cult following.
       | 
       | That does not seem to be the case for Crawford's work. Lots of
       | theories, lots of indictment for the industry doing it wrong, but
       | no actual demonstration of what "doing it right" would mean.
       | 
       | Saying that no one gets it and civilization won't be ready for
       | many centuries (as the article I linked above does) feels like
       | kind of a cheap rhetorical cop out.
       | 
       | For what it's worth, I disagree with his indictment of the video
       | game landscape as being narratively poor. Lots of video games
       | with great interactive narratives out there, and there are many
       | players who have been deeply moved by such games (of course,
       | which games that might be varies from person to person).
       | 
       | I think a good antidote when one finds themselves in those
       | thinking patterns is to listen to what others have to say, and
       | not dismiss them as not getting it because they don't follow your
       | particular (unproven) theories.
        
         | socalgal2 wrote:
         | > I disagree with his indictment of the video game landscape as
         | being narratively poor.
         | 
         | I think he would say they are narratively poor by his defintion
         | that the narrative must be generated by the game/player combo
         | and not just pre-programmed. People love "The Last of Us" for
         | it's narrative but that narritive is something that can
         | arguably be conveyed via book or movie. Crawford wanted
         | something where the narrative itself was generated.
         | 
         | And no, he wouldn't count the choices players make in the
         | average game. Whether to get go west or east. Whether to get
         | the a sword first or the arrow. He wanted the story and
         | character dialog to change. Few if any games do that. Of course
         | today with LLMs it's likely some games will soon / have already
         | done it to some degree and will do better in the future.
         | 
         | Going back to his older work, you'd need to feed a context to
         | the LLM about each characters motivations and then update that
         | context based on player actions so that as the game progresses
         | the way each NPC interacts with the player, and other NPCs,
         | changes in a way that's consistent with each character's
         | intrisict motivations and their interactions with others.
        
           | gyomu wrote:
           | People come up with complex shared narratives in multiplayer
           | sandbox games like Minecraft/Roblox/Kenshi/etc. all the time.
           | 
           | In the single player realm, there are games like Dwarf
           | Fortress, Caves of Qud, Kingdom Come: Deliverance, etc.
           | 
           | Point is, the landscape of what "narrative" means in video
           | games today is broad and deep. If none of those are even
           | remotely like what Crawford thinks is "right" - and he's not
           | able to design a game that meets his standards himself - I'd
           | argue his definition of "right" might just not be workable in
           | the first place.
           | 
           | There's a kind of people who want video games to have all of
           | the possibility, depth, and meaning of real life. A game
           | where you could do anything, be anyone, but still have
           | consequences matter and be far reaching (like "Roy: A Life
           | Well Lived" in Rick & Morty). Well, that exists, it's called
           | real life, but you're not going to recreate it on a computer
           | screen.
        
             | socalgal2 wrote:
             | > People come up with complex shared narratives in
             | multiplayer sandbox games like Minecraft/Roblox/Kenshi/etc.
             | all the time.
             | 
             | That sounds no different from comming up with narratives on
             | a playground. That's not a designed narrative, that's
             | people making up a narrative where none exists. Hey, the
             | jungle gym in our secret base! The swings are space ship!
             | The ground is lava!
             | 
             | I think we can all imagine what he wanted to build even if
             | he failed to come close to building it. He wanted to make a
             | story machine where you could play the game and converse
             | with the characters in a free flowing way yet still have
             | the game provide a setting and conflict. Imagine talking to
             | characters in the holodeck on Star Trek. Ideally where,
             | over the course of the game, the dialog and interactions
             | are designed in real time within the constraints of the
             | setting. And, the way you treat characters influences how
             | they react. Be a dick to the bartender, all his connections
             | are harder to get consessions from. Be nice to one romantic
             | partner, get snubbed by another, etc... And not just by
             | canned responses. Tell one character a piece of info and it
             | gets leaked to their closest contacts who then change their
             | behavior/dialog based on this new knowledge.
        
               | tompark wrote:
               | I'm glad you're trying to explain the difference.
               | 
               | I've been in too many conversations where this topic
               | comes up, and it's very disheartening to me. Gamers
               | insist there are plenty of great narrative games, and
               | every example they give is basically a branching story
               | with bunch of flags that gate which branches can be
               | taken. If I give the Holodeck as a counter-example, well
               | that's just too pie-in-the-sky.
               | 
               | These conversations remind me a lot of Paul Graham's Blub
               | Paradox: "Blub is good enough for him, because he thinks
               | in Blub." Current SotA narrative games are good enough
               | for most gamers, because all they've played are branching
               | story games.
        
               | gyomu wrote:
               | The complex emergent narratives people love in Dwarf
               | Fortress or Caves of Qud aren't branching stories though?
               | 
               | If the argument is "let's build games that tell character
               | stories as complex as Last of Us with the world building
               | techniques of Dwarf Fortress", it might be worth
               | considering why 1) it wouldn't be feasible and/or 2) it
               | wouldn't lead to a game that's as fun/compelling as a
               | more narratively linear counterpart.
               | 
               | The narrative in Last of Us is compelling because it's
               | tight and focused and authored by the authors to be told
               | in a very specific way.
               | 
               | The "emergent narrative out of raw world simulation"
               | argument sounds like filming thousands of hours of
               | security camera footage and expecting Citizen Kane to
               | come out of it.
               | 
               | I mean again, I would be pretty receptive to a "this game
               | had the right idea, we should push it further" argument,
               | but the "I'm a visionary game designer who hasn't shipped
               | a game that embodies my vision AND the thousands of other
               | game designers are clueless, but everyone will see how
               | clever I was in 3 centuries" argument rings pretty
               | hollow.
               | 
               | For what it's worth, Chris Crawford's tool
               | (http://storytron.com/) is a branching story editor, and
               | one that seems much less powerful than what is used in
               | the industry (eg articy).
        
               | blizdiddy wrote:
               | You haven't played dwarf fortress or caves of qud and it
               | shows. Great example of armchair designers insisting they
               | know better than all the gamers and game creators
               | immersed in the art.
        
               | marcinzm wrote:
               | That describes Dwarf Fortress. I guess you don't have an
               | text interface to talk to people but that feels like a no
               | true Scotsman requirement.
               | 
               | The difference is that Dwarf Fortress is not fully opaque
               | to the player. You see a large part of the world so can
               | see the consequences of your actions. And that is what
               | makes it fun.
               | 
               | An opaque world simulator is frustrating and tedious.
               | Eventually someone just min-maxes a way to break it which
               | makes it just a tedious cookie clicker. That's why D&D
               | has a game master that modifies the world's design to
               | align with the players so that everyone has a good time.
               | That is the key difference. An illusion of rigid
               | structure, which requires some actual structure, with
               | opaque flexibility. A simulator is not a fun game. A
               | world where god cheats to make you have more fun time is
               | a fun game. A pre-defined narrative or narrative tress is
               | one such cheat, but not the only one.
        
       | jbattle wrote:
       | Crawford's work that I'm most familiar with is a game called
       | Balance of Power
       | -https://en.wikipedia.org/wiki/Balance_of_Power_(video_game)
       | 
       | I played it as a cold war kid and was fascinated by it. Mid 80's,
       | post War-Games, this game blew my mind. It simulated the _world_.
       | 
       | The lesson I remember was that conflict in the Cold War was _not_
       | zero-sum. One side would win and one side would lose. There were
       | (in this game) no win-win outcomes. But - and this is the key
       | point - the value of each win or loss was unequally felt. For the
       | US to back down in Indonesia was disappointing. To back down in
       | West Germany was fatal.
       | 
       | Oh - and also the notion of graduated escalation & de-escalation.
       | Playing the game well requried using escalation wisely. Sometimes
       | you escalate (a bit) to see how they respond & judge the value of
       | a conflict to your opponent. Sometimes you escalate (a lot) to
       | signal to your opponent that a given conflict is very serious to
       | you.
       | 
       | I don't know if I ever had _fun_ playing the game - but of the
       | hundreds of games I played as a kid this one stuck with me.
       | 
       | All this with something like 64k of memory - brilliant!
        
         | saghm wrote:
         | > The lesson I remember was that conflict in the Cold War was
         | not zero-sum. One side would win and one side would lose. There
         | were (in this game) no win-win outcomes. But -and this is the
         | key point - the value of each win or loss was unequally felt.
         | For the US to back down in Indonesia was disappointing. To back
         | down in West Germany was fatal.
         | 
         | Maybe I'm misunderstanding, but it's not clear to me how this
         | describes something obviously non-zero sum. Independent losses
         | can have different values in a zero-sum hand game; what matters
         | is whether each win is proportional to the corresponding loss.
         | If the USSR winning in West Germany was only a small win, that
         | would demonstrate it was non-zero sum due to the size of the
         | loss there for the US, but I don't think the magnitude of the
         | outcome in Indonesia would relate to that at all.
        
       | ludicity wrote:
       | I've been reading Crawford for quite a few years now, and got
       | into DS9 at his recommendation. I had to skip the last paragraph
       | because I haven't finished his latest game, but I've quietly
       | admired his weirdness and dedication to the craft. Some of his
       | criticisms of storytelling in games have also been frequently
       | opaque to me, but I still believe there's something behind even
       | the statements I didn't understand.
       | 
       | Some of his reflections on growing old, remembering his first
       | crush, and even just noodling about home improvement are
       | incredibly beautiful too.
       | 
       | Those are all asides, but what I mean to say is that his other
       | posts are worth reading.
        
         | joaogui1 wrote:
         | DS9 the Star Trek series?
        
       | jccalhoun wrote:
       | He's always seemed very frustrated with the gaming industry and I
       | hope he's happy in his day to day life. I remember running across
       | Crawford's works and storytron back around 2000. I thought he was
       | wrong then but I hoped he would find success. After all this time
       | it is hard not to think that he's spent years tilting at
       | windmills.
        
       | ezekiel68 wrote:
       | I can so relate to this guy.
       | 
       | I'm "only" in my 50s now, but I am in my 50s now. For a couple of
       | decades I've had this grand vision about how to build the perfect
       | algorithmic trading system. The practical expression of this has
       | come in fits and starts.
       | 
       | During the Pandemic, I finally devoted some time to building a
       | bespoke server and hosting it co-located facility near a high-
       | quality market data provider. I chose to do this before the
       | software was ready in order to "light a fire under my a$$" and
       | help motivate me to move things along. By the end of 2021 I had
       | written, tested, and deployed a set of specialized clients
       | written in rust to consume the market data and perform basic
       | parsing of the real-time information. I stored the transformed
       | output of these processes in log files as a temporary data sink
       | that could represent the data "someday" moving downstream in a
       | custom stream processing platform that would perform trades via
       | an online broker.
       | 
       | And then, it stalled. There always seemed to be good reasons why
       | I couldn't commit to one implementation strategy or another.
       | Would I pass the data downstreeam via pipes? With Kafka? Via
       | shared memory? Would the parsed input be represented via protobuf
       | records? A custom binary format? Apache Arrow/Parquet format?
       | Would the algorithms be expressed in custom rust code? Using
       | Pandas(numpy)/Polars? Would I focus on my imagined "insights"
       | into how prices move or make the transition to Machine Learning
       | by trying to produce "special sauce" custom features that could
       | be fed into models of various types? In the meantime, I have only
       | collected a high volume of daily log files.
       | 
       | There has been some progress, of course. Last year, with LLMs as
       | my pair programmer, I added vector processing to the ingest
       | components, which made them run even more efficiently. I
       | certainly enjoy the sporadic work I dedicate to working on the
       | system. But there always seems to be a fog of possibilities ahead
       | of me obscuring my view towards a broker API getting called.
       | 
       | My family and closest friends look upon this as the "hot rod in
       | his garage" which I sometimes work on and which will probably
       | never get finished.
        
         | woah wrote:
         | Did you ever try to make it trade with a few thousand dollars?
        
           | ezekiel68 wrote:
           | I should. Yet what I'm trying to express in my comment is
           | that the part of the system that would analyze the data and
           | then make trades is not only unfinished, is still unstarted.
           | So I have continually polished the ingest portion but felt
           | "stuck" when contemplating how to get the system as-a-whole
           | into a testable state.
           | 
           | The broker API I plan to use features the ability to "paper
           | trade" in a simulated account. So I'm not so worried about
           | switching the thing on one day and immediately blowing my
           | account.
           | 
           | I do trade manually in a broker account but as fun and
           | instructive as that is, it doesn't represent the kinds of
           | high-speed analysis and execution my system would make once
           | it was completed.
        
       | tompark wrote:
       | Chris Crawford's tools for interactive storytelling may have
       | failed, but he was a huge inspiration for me in my game dev
       | career, and I still harbor aspirations in "interactive
       | storytelling" due to his influence.
       | 
       | I first attended CGDC in 1994. It was two years after his Dragon
       | Speech (which I knew nothing about), but the highlight of the
       | conference was his talk about the challenges of story-based
       | games. The part I remember is how he modeled stories as branching
       | trees with fan-out, foldback, tree-of-death, etc (he covers this
       | in the "Architecture" chapter of this book "The Art of
       | Interactive Design"). I didn't really follow Crawford's work on
       | Erasmatron or later, but by the late 90's it sounded like his
       | story model had changed from a tree to a graph network structure,
       | like a finite state machine. While it was an improvement, I was a
       | bit skeptical that this model was enough. Nevertheless, I spent a
       | lot of time thinking about the problem. You see, he'd already
       | infected me with his dream of interactive storytelling.
       | 
       | By the time I moved to California and took a job at EA/Maxis on
       | The Sims 2.0 team, I had decided that true _interactive_
       | storytelling (as I saw it) was not possible until game AI was
       | sophisticated enough to enable autonomous NPC chatbots. So I put
       | that dream aside while I pursued a career in software
       | development.
       | 
       | Here we are, over a quarter of a century later, and that AI
       | technology is here now. For those of us who have been waiting for
       | this moment, it is almost miraculous. It might be the end of an
       | era for Chris Crawford, but it is just the beginning of the AI-
       | based interactive storytelling era.
        
         | lordfrito wrote:
         | In many ways Chris is ending things just as his dream is about
         | to come to fruition. His vision was just 40 years ahead of the
         | technology. If only he could stay engaged another 10 years. The
         | best times are ahead of us
        
           | cubefox wrote:
           | A few months ago someone here reported on making text
           | adventures with language models. If I remember correctly, a
           | problem is that it is not trivial to control the AI in a way
           | that players can't cheat on puzzles.
        
       | jackdoe wrote:
       | Reminds me that Don Quixote is a different book every 10 years
       | you read it.
       | 
       | I have watched the dragon speech multiple times, and it makes me
       | feel like you should put everything in what you are doing, as
       | everything is your magnum opus. I have huge respect for artists
       | and artisans that work like that. It is really difficult, and
       | often not economically viable, but there are people that just
       | `see` something and they want it to exist.
       | 
       | I often think about the dragon speech, when I am doing the same
       | 'pick up 10 things' quest in World of Warcraft that I have been
       | doing since 2005. Thousands of times.. I have picked up hundreds
       | of thousands of things :) and I wonder, what game would WoW be
       | had he succeeded.
        
       | Sweepi wrote:
       | OT: what a nice website! No ads, no bloat, no useless white
       | space, no annoying formatting, but instead: - browse-able sub
       | directories!!! - readable links - intuitive navigation - and,
       | well, interesting content
       | 
       | https://www.erasmatazz.com/index.html
        
       | spacecadet wrote:
       | I empathize with him. I always wanted to make indy games, going
       | back to modding and being part of modding teams for doom, qwake,
       | and half-life... In 2007 when the first iPhone came out, I
       | immediately snagged one and dove into the jailbreaking and app
       | building, eventually releasing 2 games into the app store, One
       | did better financially, one was objectively a better game. Either
       | way, I quit a stable job to focus on that and after 14 months I
       | was unemployed again.
       | 
       | I explored tabletop games after that, modding, expanding, and
       | even building prototypes using 3DP.
       | 
       | When AI exploded 2 years ago I was curious how much of a game it
       | could build and I had recently learned about the existence of
       | Pygame. Ended up building a zero-player 2D space sim. It's
       | stupid, but I appreciate it and there is some art in it.
       | 
       | https://github.com/derekburgess/simcraft
       | 
       | Then recently, a coworker asked if I had tried Codex yet. I
       | hadn't, and while riding in a car had the idea of using Codex on
       | my phone to make a game that I could then deploy on my phone and
       | play. Wanted to explore something meta, so I made an AI dungeon
       | master in the style of Zork. It got out of hand and you cant
       | deploy it on a phone- but I did deploy it remotely on my home
       | workstation and then played over ssh from my phone ;P
       | 
       | https://github.com/derekburgess/dungen
       | 
       | I appreciate games for their randomness and have always leaned
       | into games that incorporate generative sandbox experiences.
        
       | conartist6 wrote:
       | Thank you, Chris
        
       ___________________________________________________________________
       (page generated 2025-07-01 23:01 UTC)