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Follow Your Weird

May 9th, 2015
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  1. Bruce Sterling
  2. bruces@well.com
  3.  
  4. Literary Freeware -- Not For Commercial Use
  5.  
  6. Game conference speech: "The Wonderful Power of
  7. Storytelling"
  8. From the Computer Game Developers Conference, March 1991,
  9. San Jose CA
  10.  
  11. Thank you very much for that introduction. I'd like
  12. to thank the conference committee for their hospitality
  13. and kindness -- all the cola you can drink -- and mind
  14. you those were genuine twinkies too, none of those
  15. newfangled "Twinkies Lite" we've been seeing too much of
  16. lately.
  17.  
  18. So anyway my name is Bruce Sterling and I'm a science
  19. fiction writer from Austin Texas, and I'm here to deliver
  20. my speech now, which I like to call "The Wonderful Power
  21. of Storytelling." I like to call it that, because I plan
  22. to make brutal fun of that whole idea... In fact I plan
  23. to flame on just any moment now, I plan to cut loose, I
  24. plan to wound and scald tonight.... Because why not,
  25. right? I mean, we're all adults, we're all professionals
  26. here... I mean, professionals in totally different arts,
  27. but you know, I can sense a certain simpatico vibe....
  28.  
  29. Actually I feel kind of like a mosasaur talking to
  30. dolphins here.... We have a lot in common, we both swim,
  31. we both have big sharp teeth, we both eat fish... But you
  32. look like a broadminded crowd, so I'm sure you won't mind
  33. that I'm basically, like, *reptilian*....
  34.  
  35. So anyway, you're probably wondering why I'm here
  36. tonight, some hopeless dipshit literary author... and
  37. when am I going to get started on the virtues and merits
  38. of the prose medium and its goddamned wonderful
  39. storytelling. I mean, what else can I talk about? What
  40. the hell do I know about game design? I don't even know
  41. that the most lucrative target machine today is an IBM PC
  42. clone with a 16 bit 8088 running at 5 MHZ. If you start
  43. talking about depth of play versus presentation, I'm just
  44. gonna to stare at you with blank incomprehension....
  45.  
  46. I'll tell you straight out why I'm here tonight.
  47. Why should I even try to hide the sordid truth from a
  48. crowd this perspicacious.... You see, six months ago I
  49. was in Austria at this Electronic Arts Festival, which was
  50. a situation almost as unlikely as this one, and my wife
  51. Nancy and I are sitting there with William Gibson and Deb
  52. Gibson feeling very cool and rather jetlagged and crispy
  53. around the edges, and in walks this *woman.* Out of
  54. nowhere. Like J. Random Attractive Redhead, right. And
  55. she sits down with her coffeecup right at our table. And
  56. we peer at each other's namebadges, right, like, *who is
  57. this person.* And her name is Brenda Laurel.
  58.  
  59. So what do I say? I say to this total stranger, I
  60. say. "Hey. Are you the Brenda Laurel who did that book
  61. on *the art of the computer-human interface*? You
  62. *are*? Wow, I loved that book." And yes -- that's why
  63. I'm here as your guest speaker tonight, ladies and
  64. gentleman. It's because I can think fast on my feet.
  65. It's because I'm the kind of author who likes to hang out
  66. in Adolf Hitler's home town with the High Priestess of
  67. Weird.
  68.  
  69. So ladies and gentlemen unfortunately I can't
  70. successfully pretend that I know much about your
  71. profession. I mean actually I do know a *few* things
  72. about your profession.... For instance, I was on the far
  73. side of the Great Crash of 1984. I was one of the
  74. civilian crashees, meaning that was about when I gave up
  75. twitch games. That was when I gave up my Atari 800. As
  76. to why my Atari 800 became a boat-anchor I'm still not
  77. sure.... It was quite mysterious when it happened, it was
  78. inexplicable, kind of like the passing of a pestilence or
  79. the waning of the moon. If I understood this phenomenon I
  80. think I would really have my teeth set into something
  81. profound and vitally interesting... Like, my Atari still
  82. works today, I still own it. Why don't I get it out of
  83. its box and fire up a few cartridges? Nothing physical
  84. preventing me. Just some subtle but intense sense of
  85. revulsion. Almost like a Sartrean nausea. Why this
  86. should be attached to a piece of computer hardware is
  87. difficult to say.
  88.  
  89. My favorite games nowadays are Sim City, Sim Earth
  90. and Hidden Agenda... I had Balance of the Planet on my
  91. hard disk, but I was so stricken with guilt by the
  92. digitized photo of the author and his spouse that I
  93. deleted the game, long before I could figure out how to
  94. keep everybody on the Earth from starving.... Including
  95. myself and the author....
  96.  
  97. I'm especially fond of SimEarth. SimEarth is like a
  98. goldfish bowl. I also have the actual goldfish bowl in
  99. the *After Dark* Macintosh screen saver, but its charms
  100. waned for me, possibly because the fish don't drive one
  101. another into extinction. I theorize that this has
  102. something to do with a breakdown of the old dichotomy of
  103. twitch games versus adventure, you know, arcade zombie
  104. versus Mensa pinhead...
  105.  
  106. I can dimly see a kind of transcendance in electronic
  107. entertainment coming with things like SimEarth, they seem
  108. like a foreshadowing of what Alvin Toffler called the
  109. "intelligent environment"... Not "games" in a classic
  110. sense, but things that are just going on in the background
  111. somewhere, in an attractive and elegant fashion, kind of
  112. like a pet cat... I think this kind of digital toy might
  113. really go somewhere interesting.
  114.  
  115. What computer entertainment lacks most I think is a
  116. sense of mystery. It's too left-brain.... I think there
  117. might be real promise in game designs that offer less of a
  118. sense of nitpicking mastery and control, and more of a
  119. sense of sleaziness and bluesiness and smokiness. Not
  120. neat tinkertoy puzzles to be decoded, not "treasure-hunts
  121. for assets," but creations with some deeper sense of
  122. genuine artistic mystery.
  123.  
  124. I don't know if you've seen the work of a guy called
  125. William Latham.... I got his work on a demo reel from
  126. Media Magic. I never buy movies on video, but I really
  127. live for raw computer-graphic demo reels. This William
  128. Latham is a heavy dude... His tech isn't that impressive,
  129. he's got some kind of fairly crude IBM mainframe cad-cam
  130. program in Winchester England.... The thing that's most
  131. immediately striking about Latham's computer artworks --
  132. *ghost sculptures* he calls them -- is that the guy really
  133. possesses a sense of taste. Fractal art tends to be
  134. quite garish. Latham's stuff is very fractally and
  135. organic, it's utterly weird, but at the same time it's
  136. very accomplished and subtle. There's a quality of
  137. ecstasy and dread to it... there's a sense of genuine
  138. enchantment there. A lot of computer games are stuffed to
  139. the gunwales with enchanters and wizards and so-called
  140. magic, but that kind of sci-fi cod mysticism seems very
  141. dime-store stuff by comparison with Latham.
  142.  
  143. I like to imagine the future of computer games as
  144. being something like the Steve Jackson Games bust by the
  145. Secret Service, only in this case what they were busting
  146. wouldn't have been a mistake, it would have been something
  147. actually quite seriously inexplicable and possibly even a
  148. genuine cultural threat.... Something of the sort may
  149. come from virtual reality. I rather imagine something
  150. like an LSD backlash occuring there; something along the
  151. lines of: "Hey we have something here that can really
  152. seriously boost your imagination!" "Well, Mr Developer,
  153. I'm afraid we here in the Food Drug and Software
  154. Administration don't really approve of that." That could
  155. happen. I think there are some visionary computer police
  156. around who are seriously interested in that prospect, they
  157. see it as a very promising growing market for law
  158. enforcement, it's kind of their version of a golden
  159. vaporware.
  160.  
  161. I now want to talk some about the differences between
  162. your art and my art. My art, science fiction writing, is
  163. pretty new as literary arts go, but it labors under the
  164. curse of three thousand years of literacy. In some weird
  165. sense I'm in direct competition with Homer and Euripides.
  166. I mean, these guys aren't in the SFWA, but their product
  167. is still taking up valuable rack-space. You guys on the
  168. other hand get to reinvent everything every time a new
  169. platform takes over the field. This is your advantage and
  170. your glory. This is also your curse. It's a terrible
  171. kind of curse really.
  172.  
  173. This is a lesson about cultural expression nowadays
  174. that has applications to everybody. This is part of
  175. living in the Information Society. Here we are in the
  176. 90s, we have these tremendous information-handling,
  177. information-producing technologies. We think it's really
  178. great that we can have groovy unleashed access to all
  179. these different kinds of data, we can own books, we can
  180. own movies on tape, we can access databanks, we can buy
  181. computer-games, records, music, art.... A lot of our art
  182. aspires to the condition of software, our art today wants
  183. to be digital... But our riches of information are in
  184. some deep and perverse sense a terrible burden to us.
  185. They're like a cognitive load. As a digitized
  186. information-rich culture nowadays, we have to artificially
  187. invent ways to forget stuff. I think this is the real
  188. explanation for the triumph of compact disks.
  189.  
  190. Compact disks aren't really all that much better than
  191. vinyl records. What they make up in fidelity they lose in
  192. groovy cover art. What they gain in playability they lose
  193. in presentation. The real advantage of CDs is that they
  194. allow you to forget all your vinyl records. You think
  195. you love this record collection that you've amassed over
  196. the years. But really the sheer choice, the volume, the
  197. load of memory there is secretly weighing you down.
  198. You're never going to play those Alice Cooper albums
  199. again, but you can't just throw them away, because you're
  200. a culture nut.
  201.  
  202. But if you buy a CD player you can bundle up all
  203. those records and put them in attic boxes without so much
  204. guilt. You can pretend that you've stepped up a level,
  205. that now you're even more intensely into music than you
  206. ever were; but on a practical level what you're really
  207. doing is weeding this junk out of your life. By dumping
  208. the platform you dump everything attached to the platform
  209. and my god what a blessed secret relief. What a relief
  210. not to remember it, not to think about it, not to have it
  211. take up disk-space in your head.
  212.  
  213. Computer games are especially vulnerable to this
  214. because they live and breathe through the platform. But
  215. something rather similar is happening today to fiction as
  216. well.... What you see in science fiction nowadays is an
  217. amazing tonnage of product that is shuffled through the
  218. racks faster and faster.... If a science fiction
  219. paperback stays available for six weeks, it's a miracle.
  220. Gross sales are up, but individual sales are off...
  221. Science fiction didn't even used to be *published* in book
  222. form, when a science fiction *book* came out it would be
  223. in an edition of maybe five hundred copies and these
  224. weirdo Golden Age SF fans would cling on to every copy as
  225. if it were made of platinum.... But now they come out and
  226. they are made to vanish as soon as possible. In fact to a
  227. great extent they're designed by their lame hack authors
  228. to vanish as soon as possible. They're cliches because
  229. cliches are less of a cognitive load. You can write a
  230. whole trilogy instead, bet you can't eat just one...
  231. Nevertheless they're still objects in the medium of print.
  232. They still have the cultural properties of print.
  233.  
  234. Culturally speaking they're capable of lasting a
  235. long time because they can be replicated faithfully in new
  236. editions that have all the same properties as the old
  237. ones. Books are independent of the machineries of book
  238. production, the platforms of publishing. Books don't lose
  239. anything by being reprinted by a new machine, books are
  240. stubborn, they remain the same work of art, they carry the
  241. same cultural aura. Books are hard to kill. MOBY DICK
  242. for instance bombed when it came out, it wasn't until the
  243. 1920s that MOBY DICK was proclaimed a masterpiece, and
  244. then it got printed in millions. Emily Dickinson didn't
  245. even publish books, she just wrote these demented little
  246. poems with a quill pen and hid them in her desk, but they
  247. still fought their way into the world, and lasted on and
  248. on and on. It's damned hard to get rid of Emily
  249. Dickinson, she hangs on like a tick in a dog's ear. And
  250. everybody who writes from then on in some sense has to
  251. measure up to this woman. In the art of book-writing the
  252. classics are still living competition, they tend to
  253. elevate the entire art-form by their persistent presence.
  254.  
  255. I've noticed though that computer game designers
  256. don't look much to the past. All their idealized classics
  257. tend to be in reverse, they're projected into the future.
  258. When you're a game designer and you're waxing very
  259. creative and arty, you tend to measure your work by stuff
  260. that doesn't exist yet. Like now we only have floppies,
  261. but wait till we get CD-ROM. Like now we can't have
  262. compelling lifelike artificial characters in the game, but
  263. wait till we get AI. Like now we waste time porting games
  264. between platforms, but wait till there's just one
  265. standard. Like now we're just starting with huge
  266. multiplayer games, but wait till the modem networks are a
  267. happening thing. And I -- as a game designer artiste --
  268. it's my solemn duty to carry us that much farther forward
  269. toward the beckoning grail....
  270.  
  271. For a novelist like myself this is a completely alien
  272. paradigm. I can see that it's very seductive, but at the
  273. same time I can't help but see that the ground is
  274. crumbling under your feet. Every time a platform vanishes
  275. it's like a little cultural apocalypse. And I can imagine
  276. a time when all the current platforms might vanish, and
  277. then what the hell becomes of your entire mode of
  278. expression? Alan Kay -- he's a heavy guy, Alan Kay --
  279. he says that computers may tend to shrink and vanish into
  280. the environment, into the walls and into clothing....
  281. Sounds pretty good.... But this also means that all the
  282. joysticks vanish, all the keyboards, all the repetitive
  283. strain injuries.
  284.  
  285. I'm sure you could play some kind of computer
  286. game with very intelligent, very small, invisible
  287. computers.... You could have some entertaining way to
  288. play with them, or more likely they would have some
  289. entertaining way to play with you. But then imagine
  290. yourself growing up in that world, being born in that
  291. world. You could even be a computer game designer in that
  292. world, but how would you study the work of your
  293. predecessors? How would you physically *access* and
  294. *experience* the work of your predecessors? There's a
  295. razor-sharp cutting edge in this art-form, but what
  296. happened to all the stuff that got sculpted?
  297.  
  298. As I was saying, I don't think it's any accident that
  299. this is happening.... I don't think that as a culture
  300. today we're very interested in tradition or continuity.
  301. No, we're a lot more interested in being a New Age and a
  302. revolutionary epoch, we long to reinvent ourselves every
  303. morning before breakfast and never grow old. We have to
  304. run really fast to stay in the same place. We've become
  305. used to running, if we sit still for a while it makes us
  306. feel rather stale and panicky. We'd miss those sixty-
  307. hour work weeks.
  308.  
  309. And much the same thing is happening to books today
  310. too.... Not just technically, but ideologically. I
  311. don't know if you're familiar at all with literary theory
  312. nowadays, with terms like deconstructionism,
  313. postmodernism.... Don't worry, I won't talk very long
  314. about this.... It can make you go nuts, that stuff, and I
  315. don't really recommend it, it's one of those fields of
  316. study where it's sometimes wise to treasure your
  317. ignorance.... But the thing about the new literary theory
  318. that's remarkable, is that it makes a really violent break
  319. with the past.... These guys don't take the books of the
  320. past on their own cultural terms. When you're
  321. deconstructing a book it's like you're psychoanalyzing it,
  322. you're not studying it for what it says, you're studying
  323. it for the assumptions it makes and the cultural reasons
  324. for its assemblage.... What this essentially means is
  325. that you're not letting it touch you, you're very careful
  326. not to let it get its message through or affect you deeply
  327. or emotionally in any way. You're in a position of
  328. complete psychological and technical superiority to the
  329. book and its author... This is a way for modern
  330. literateurs to handle this vast legacy of the past without
  331. actually getting any of the sticky stuff on you. It's
  332. like it's dead. It's like the next best thing to not
  333. having literature at all. For some reason this feels
  334. really good to people nowadays.
  335.  
  336. But even that isn't enough, you know.... There's
  337. talk nowadays in publishing circles about a new device for
  338. books, called a ReadMan. Like a Walkman only you carry it
  339. in your hands like this.... Has a very nice little
  340. graphics screen, theoretically, a high-definition thing,
  341. very legible.... And you play your books on it.... You
  342. buy the book as a floppy and you stick it in... And just
  343. think, wow you can even have graphics with your book...
  344. you can have music, you can have a soundtrack....
  345. Narration.... Animated illustrations... Multimedia... it
  346. can even be interactive.... It's the New Hollywood for
  347. Publisher's Row, and at last books can aspire to the
  348. exalted condition of movies and cartoons and TV and
  349. computer games.... And just think when the ReadMan goes
  350. obsolete, all the product that was written for it will be
  351. blessedly gone forever!!! Erased from the memory of
  352. mankind!
  353.  
  354. Now I'm the farthest thing from a Luddite ladies and
  355. gentlemen, but when I contemplate this particular
  356. technical marvel my author's blood runs cold... It's
  357. really hard for books to compete with other multisensory
  358. media, with modern electronic media, and this is supposed
  359. to be the panacea for withering literature, but from the
  360. marrow of my bones I say get that fucking little
  361. sarcophagus away from me. For God's sake don't put my
  362. books into the Thomas Edison kinetoscope. Don't put me
  363. into the stereograph, don't write me on the wax cylinder,
  364. don't tie my words and my thoughts to the fate of a piece
  365. of hardware, because hardware is even more mortal than I
  366. am, and I'm a hell of a lot more mortal than I care to be.
  367. Mortality is one good reason why I'm writing books in the
  368. first place. For God's sake don't make me keep pace with
  369. the hardware, because I'm not really in the business of
  370. keeping pace, I'm really in the business of marking
  371. place.
  372.  
  373. Okay.... Now I've sometimes heard it asked why
  374. computer game designers are deprived of the full artistic
  375. respect they deserve. God knows they work hard enough.
  376. They're really talented too, and by any objective measure
  377. of intelligence they rank in the top percentiles... I've
  378. heard it said that maybe this problem has something to do
  379. with the size of the author's name on the front of the
  380. game-box. Or it's lone wolves versus teams, and somehow
  381. the proper allotment of fame gets lost in the muddle.
  382. One factor I don't see mentioned much is the sheer lack of
  383. stability in your medium. A modern movie-maker could
  384. probably make a pretty good film with DW Griffith's
  385. equipment, but you folks are dwelling in the very
  386. maelstrom of Permanent Technological Revolution. And
  387. that's a really cool place, but man, it's just not a good
  388. place to build monuments.
  389.  
  390. Okay. Now I live in the same world you live in, I
  391. hope I've demonstrated that I face a lot of the same
  392. problems you face... Believe me there are few things
  393. deader or more obsolescent than a science fiction novel
  394. that predicts the future when the future has passed it by.
  395. Science fiction is a pop medium and a very obsolescent
  396. medium. The fact that written science fiction is a prose
  397. medium gives us some advantages, but even science fiction
  398. has a hard time wrapping itself in the traditional mantle
  399. of literary excellence... we try to do this sometimes, but
  400. generally we have to be really drunk first. Still, if
  401. you want your work to survive (and some science fiction
  402. *does* survive, very successfully) then your work has to
  403. capture some quality that lasts. You have to capture
  404. something that people will search out over time, even
  405. though they have to fight their way upstream against the
  406. whole rushing current of obsolescence and innovation.
  407.  
  408. And I've come up with a strategy for attempting this.
  409. Maybe it'll work -- probably it won't -- but I wouldn't be
  410. complaining so loudly if I didn't have some kind of
  411. strategy, right? And I think that my strategy may have
  412. some relevance to game designers so I presume to offer it
  413. tonight.
  414.  
  415. This is the point at which your normal J. Random
  416. Author trots out the doctrine of the Wonderful Power of
  417. Storytelling. Yes, storytelling, the old myth around the
  418. campfire, blind Homer, universal Shakespeare, this is the
  419. art ladies and gentlemen that strikes to the eternal core
  420. of the human condition... This is high art and if you
  421. don't have it you are dust in the wind.... I can't tell
  422. you how many times I have heard this bullshit... This is
  423. known in my field as the "Me and My Pal Bill Shakespeare"
  424. argument. Since 1982 I have been at open war with people
  425. who promulgate this doctrine in science fiction and this
  426. is the primary reason why my colleagues in SF speak of me
  427. in fear and trembling as a big bad cyberpunk... This is
  428. the classic doctrine of Humanist SF.
  429.  
  430. This is what it sounds like when it's translated into
  431. your jargon. Listen closely:
  432.  
  433. "Movies and plays get much of their power from the
  434. resonances between the structural layers. The congruence
  435. between the theme, plot, setting and character layouts
  436. generates emotional power. Computer games will never have
  437. a significant theme level because the outcome is variable.
  438. The lack of theme alone will limit the storytelling power
  439. of computer games."
  440.  
  441. Hard to refute. Impossible to refute. Ladies and
  442. gentlemen to hell with the marvellous power of
  443. storytelling. If the audience for science fiction wanted
  444. *storytelling*, they wouldn't read goddamned *science
  445. fiction,* they'd read Harpers and Redbook and Argosy. The
  446. pulp magazine (which is our genre's primary example of a
  447. dead platform) used to carry all kinds of storytelling.
  448. Western stories. Sailor stories. Prizefighting stories.
  449. G-8 and his battle aces. Spicy Garage Tales. Aryan
  450. Atrocity Adventures. These things are dead. Stories
  451. didn't save them. Stories won't save us. Stories won't
  452. save *you.*
  453.  
  454. This is not the route to follow. We're not into
  455. science fiction because it's *good literature,* we're into
  456. it because it's *weird*. Follow your weird, ladies and
  457. gentlemen. Forget trying to pass for normal. Follow your
  458. geekdom. Embrace your nerditude. In the immortal words
  459. of Lafcadio Hearn, a geek of incredible obscurity whose
  460. work is still in print after a hundred years, "woo the
  461. muse of the odd." A good science fiction story is not a
  462. "good story" with a polite whiff of rocket fuel in it. A
  463. good science fiction story is something that knows it is
  464. science fiction and plunges through that and comes roaring
  465. out of the other side. Computer entertainment should not
  466. be more like movies, it shouldn't be more like books, it
  467. should be more like computer entertainment, SO MUCH MORE
  468. LIKE COMPUTER ENTERTAINMENT THAT IT RIPS THROUGH THE
  469. LIMITS AND IS SIMPLY IMPOSSIBLE TO IGNORE!
  470.  
  471. I don't think you can last by meeting the
  472. contemporary public taste, the taste from the last
  473. quarterly report. I don't think you can last by following
  474. demographics and carefully meeting expectations. I don't
  475. know many works of art that last that are condescending.
  476. I don't know many works of art that last that are
  477. deliberately stupid. You may be a geek, you may have geek
  478. written all over you; you should aim to be one geek
  479. they'll never forget. Don't aim to be civilized. Don't
  480. hope that straight people will keep you on as some kind of
  481. pet. To hell with them; they put you here. You should
  482. fully realize what society has made of you and take a
  483. terrible revenge. Get weird. Get way weird. Get
  484. dangerously weird. Get sophisticatedly, thoroughly weird
  485. and don't do it halfway, put every ounce of horsepower you
  486. have behind it. Have the artistic *courage* to recognize
  487. your own significance in culture!
  488.  
  489. Okay. Those of you into SF may recognize the classic
  490. rhetoric of cyberpunk here. Alienated punks, picking up
  491. computers, menacing society.... That's the cliched press
  492. story, but they miss the best half. Punk into cyber is
  493. interesting, but cyber into punk is way dread. I'm into
  494. technical people who attack pop culture. I'm into techies
  495. gone dingo, techies gone rogue -- not street punks
  496. picking up any glittery junk that happens to be within
  497. their reach -- but disciplined people, intelligent
  498. people, people with some technical skills and some
  499. rational thought, who can break out of the arid prison
  500. that this society sets for its engineers. People who are,
  501. and I quote, "dismayed by nearly every aspect of the world
  502. situation and aware on some nightmare level that the
  503. solutions to our problems will not come from the breed of
  504. dimwitted ad-men that we know as politicians." Thanks,
  505. Brenda!
  506.  
  507. That still smells like hope to me....
  508.  
  509. You don't get there by acculturating. Don't become a
  510. well-rounded person. Well rounded people are smooth and
  511. dull. Become a thoroughly spiky person. Grow spikes from
  512. every angle. Stick in their throats like a pufferfish.
  513. If you want to woo the muse of the odd, don't read
  514. Shakespeare. Read Webster's revenge plays. Don't read
  515. Homer and Aristotle. Read Herodotus where he's off
  516. talking about Egyptian women having public sex with goats.
  517. If you want to read about myth don't read Joseph Campbell,
  518. read about convulsive religion, read about voodoo and the
  519. Millerites and the Munster Anabaptists. There are
  520. hundreds of years of extremities, there are vast legacies
  521. of mutants. There have always been geeks. There will
  522. always be geeks. Become the apotheosis of geek. Learn
  523. who your spiritual ancestors were. You didn't come here
  524. from nowhere. There are reasons why you're here. Learn
  525. those reasons. Learn about the stuff that was buried
  526. because it was too experimental or embarrassing or
  527. inexplicable or uncomfortable or dangerous.
  528.  
  529. And when it comes to studying art, well, study it,
  530. but study it to your own purposes. If you're obsessively
  531. weird enough to be a good weird artist, you generally face
  532. a basic problem. The basic problem with weird art is not
  533. the height of the ceiling above it, it's the pitfalls
  534. under its feet. The worst problem is the blundering, the
  535. solecisms, the naivete of the poorly socialized, the
  536. rotten spots that you skid over because you're too freaked
  537. out and not paying proper attention. You may not need
  538. much characterization in computer entertainment.
  539. Delineating character may not be the point of your work.
  540. That's no excuse for making lame characters that are
  541. actively bad. You may not need a strong, supple,
  542. thoroughly worked-out storyline. That doesn't mean that
  543. you can get away with a stupid plot made of chickenwire
  544. and spit. Get a full repertoire of tools. Just make sure
  545. you use those tools to the proper end. Aim for the
  546. heights of professionalism. Just make sure you're a
  547. professional *game designer.*
  548.  
  549. You can get a hell of a lot done in a popular medium
  550. just by knocking it off with the bullshit. Popular media
  551. always reek of bullshit, they reek of carelessness and
  552. self-taught clumsiness and charlatanry. To live outside
  553. the aesthetic laws you must be honest. Know what you're
  554. doing; don't settle for the way it looks just cause
  555. everybody's used to it. If you've got a palette of 2
  556. million colors, then don't settle for designs that look
  557. like a cheap four-color comic book. If you're gonna do
  558. graphic design, then learn what good graphic design looks
  559. like; don't screw around in amateur fashion out of sheer
  560. blithe ignorance. If you write a manual, don't write a
  561. semiliterate manual with bad grammar and misspellings.
  562. If you want to be taken seriously by your fellows and by
  563. the populace at large, then don't give people any excuse
  564. to dismiss you. Don't be your own worst enemy. Don't
  565. put yourself down.
  566.  
  567. I have my own prejudices and probably more than my
  568. share, but I still think these are pretty good principles.
  569. There's nothing magic about 'em. They certainly don't
  570. guarantee success, but then there's "success" and then
  571. there's success. Working seriously, improving your
  572. taste and perception and understanding, knowing what you
  573. are and where you came from, not only improves your work
  574. in the present, but gives you a chance of influencing the
  575. future and links you to the best work of the past. It
  576. gives you a place to take a solid stand. I try to live up
  577. to these principles; I can't say I've mastered them, but
  578. they've certainly gotten me into some interesting places,
  579. and among some very interesting company. Like the people
  580. here tonight.
  581.  
  582. I'm not really here by any accident. I'm here
  583. because I'm *paying attention.* I 'm here because I know
  584. you're significant. I'm here because I know you're
  585. important. It was a privilege to be here. Thanks very
  586. much for having me, and showing me what you do.
  587.  
  588. That's all I have to say to you tonight. Thanks very
  589. much for listening.
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