Auteurs & Hollywood v. Flash & MUDs
Looking around The Witchery during the pre-conference dinner at the Edinburgh International Games Festival, it really sunk home for me how far computer gaming has come since the days when game makers like Steve Russell or Richard Garriott were hacking. I was well aware of the financial strength of game companies like EA, Sony, and Nintendo, but I had not fully understood what that kind of size meant for the culture in which games are created. The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.