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
Sources
- Nelson Goodman, Ways of Worldmaking (1978)
- Christopher Alexander, A Pattern Language (1977)
- Ian Bogost, Persuasive Games (2007)
- Johan Huizinga, Homo Ludens (1938)
- Eugene Thacker, In the Dust of This Planet (2011)
- Michael Polanyi, The Tacit Dimension (1966)
- Tim Ingold, Making (2013)
- Vilém Flusser, Towards a Philosophy of Photography (1983)
Headline Projects
-
A deckbuilder where every card is a real book. You're the new librarian at a small, forgotten private collection. The …
-
A design system built from the opposite assumption. What if the terminal is the most honest interface? Monospace type. ANSI …
All Creative Systems (29)