
Finite games are the familiar contests of everyday life, the games we play in business and politics, in the bedroom and on the battlefield — games with winners and losers, a beginning and an end. Infinite games are the more mysterious — and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom. -- from the back cover of the 1986 edition.
It makes me think of the book Finite and Infinite Games. It provides a perspective that work is just one role that we _choose_ to assume in our life. Realizing that we can choose other roles and move in and out of them freely has helped me alot with big changes (career and otherwise) in my life.
The question "What is happiness?" changed from "What cool things can I do?" to "What cool things can I share?" And today, I'm talking to a friend about how to point kids in good directions when everything is changing around them.
It also teaches one rather directly that leadership is by example, not empty words. "Kids learn what they live" [0] and that inspires one (namely me) to be a better person.
I just noticed that the article is by Kevin Kelley.
Kevin's ideas on "What Technology Wants" [1] resonated strongly with me, and I have tried to convey how technology can empower people rather than exploit them, when one makes the right choices.
Making the right choices benefits only oneself, but lights the way for kids (and others who will listen)
Here is the summary, and one to keep in mind whenever technologizing.
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So, looking at the evolution of life and the long-term histories of past technologies, what are the long-term trajectories of the technium? What does technology want?
• Possibilities
To increase diversity
To maximize freedom/choices
To expand the space of the possible
• Efficiencies
To increase specialization/uniqueness
To increase power density
To increase density of meaning
To engage all matter and energy
To reach ubiquity and free-ness
To become beautiful
• Complexity
To increase complexity
To increase social co-dependency
To increase self-referential nature
To align with nature
• Evolvability
To accelerate evolvability
To play the infinite game [2]
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Having kids is Playing the Infinite Game.
[0] https://www.rootsofaction.com/children-learn-what-they-live-...
[1] https://kk.org/thetechnium/open-source-dna/
[2] Finite and Infinite Games, by James Carse
If we viewed art as some sort of competition or race, then someone using neural–network-based generative tools could avoid losing the race; however, everybody would be participating in some sport A and the person using ML participates in a completely different sport B. Everyone is running, but one person is riding a scooter.
However, art is not a finite zero-sum game[0]. Despite what formal music education for kids sometimes tries to make it look like, it’s not a competition, there is no global ranking and scoring system for your skill. Many people have an intuitive understanding of that; try going to a live jam to see people participating regardless of their hypothetical skill level.
[0] As further reading on this topic more generally, I recommend Finite and Infinite Games by James Carse.
First Chapter: There are at least two kinds of games. One could be called finite, the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.
Final chapter: There is but one infinite game.
Enjoy the rest.
[0] https://jamescarse.com/books/finite-and-infinite-games/
[1] https://archive.org/download/james-p-carse-finite-and-infini...
A few years after getting that book, I started to work professionally with people building games, mostly white-labelled projects or contract work, which was the studio's bread and butter. But actually working with people developed my understanding of a) the relative value that artists, designers, and animators bring to the project, relative to my own set of skills and b) how to solve the sorts of problems that ship games. I am a programmer, and I use my programmer skills to give designers and artists what they ask for.
All of that to say: the best next step is working with folks, ideally some who have had experience. Book learning will only get you so far.
That being said, here are a few more books I have seen recommended in my sphere:
- The Timeless Way of Building by Christopher Alexander (this is not about games, but design generally)
- Finite and Infinite Games by James P. Carse
- Game Engine Architecture by Jason Gregory (this is a technical book about modern game engines)
Finally, Liz England (a designer who lowkey helped me not lose hope when I was breaking into the industry) has/had a blog where she talks about game design books. I cannot personally vouch for the titles, but I trust Liz England [1]
