Creative Systems

Worldmaking, and making as knowing. Goodman held that worlds are made from earlier versions by ordering, weighting and deletion. Games, fiction and design systems are treated here as such versions: grammars that decide what can happen inside them. Play and horror appear as ways of knowing, with rules as arguments (Bogost) and horror as thought at the limit of what can be known (Thacker). Making appears as a kind of understanding that generation may erode (Polanyi, Ingold, and Flusser’s functionary).

Threads: Representation Before Generation, Epistemic Horror, The Quieter Interface, Made by Hand

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All Creative Systems (29)

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