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Being a game designer/developer, I find the claim that there can't be private rules and that playing a game in perfect isolation is unethical. I often create small games with rules only I ever know in order to test out theories about how a particular design might work out. Some ideas are just bad enough that I need to strangle them before communicating with others. Of course, a lot of these thought-experiment games are based upon other games, so they're not completely isolated.

As for authorship, I think there is some virtue in looking at a game as the product of the developers. Making good games is a rare talent. Yes, players get to interact with our work and have their own agency within the game, but the core of the game is still the creation of individuals (possibly as part of a team); it's that core that makes the game worth playing for most people.

Anyway, a fascinating conversation, even if I don't necessarily agree with large parts of it. ;)

Brian: Thanks for sharing your thoughts!

On the issue of private rules, some clarification is required.

"Some ideas are just bad enough that I need to strangle them before communicating with others."

So these alleged private rules can be changed at your whim? Kripke argues (following Wittgenstein) that these are not really rules in the sense this term is normally used, because you are not bound by them. We might call these quasi-rules or proto-rules - they are rule-like, but not binding. When you release your game, the rules you have chosen become binding to the players. (There is a debate here just waiting to be had, of course!)

"Of course, a lot of these thought-experiment games are based upon other games, so they're not completely isolated."

Yes, and this is my contribution to Kripke's approach, I suppose - the rules of videogames draw upon a socially-embedded background of understanding. This is another sense in which the rules you are playing with are not truly private.

"As for authorship, I think there is some virtue in looking at a game as the product of the developers."

Miguel's position is that of the close reading school - that when interpreting a game (or book or film...), only the content of the work in question should be taken into regard. I am personally sceptical of the merit of this approach, although I appreciate what it is trying to do.

My problem is that no cultural content can be understood solely on its own content - the meaning of the words, for instance, depends upon issues that lie outside of the work in question (and the further back you go, the more you have to draw against the cultural knowledge that survives from that time in order to make the interpretation). Consequently I am somewhat sceptical of the close reading school at the moment - but I have yet to hear a comprehensive defence of it.

I'm in Copenhagen next month, so I plan to ask Miguel about this point then. :)

And finally, I think disagreement is the core of the discussion I had with Miguel here, and I'm interested to hear how the various angles expressed sit with other people. It's often by disagreement that light is shone into new areas. :)

Best wishes!

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