Sunlight on water on plum
“[There] are many games where what the player brings to the table is not “choice” of using a tiny set of verbs on a tiny set of largely irrelevant props, all aiming in the end towards the same predetermined authorial lesson. Systems can be designed for authorial imposition — Wordsworth’s or Horace’s intent to educate and illuminate — or for players to express, create, and even innovate. It is here where games like The Sims, Eve Online, Minecraft, Universalis, Dwarf Fortress, and even less “free” designs like Core Wars lie. And there is a case to be made that in that space are things that only games can do.”
R. A. Lafferty’s crisply-written short story, “Slow Tuesday Night” (1965), envisions an oddly-familiar world of frenetic hustle where up-to-the-second “trend indicators” chart the fates of fads, fortunes, and families. A mini-masterpiece of time distortion science fiction, this classic short story (along with the rest of Lafferty’s delightful oeuvre) is not to be missed:
Freddy rented an office and had it furnished. This took one minute, negotiation, selection and installation being almost instantaneous. Then he invented the manus module; that took another minute. He then had it manufactured and marketed; in three minutes it was in the hands of key buyers.
It caught on. It was an attractive module. The flow of orders began within thirty seconds. By ten minutes after eight every important person had one of the new manus modules, and the trend had been set. The module began to sell in the millions. It was one of the most interesting fads of the night, or at least the early part of the night. (baenebooks.com)
“If there is but one world, it embraces a multiplicity of contrasting aspects; if there are many worlds, the collection of them all is one. The one world may be taken as many, or the many worlds taken as one; whether one or many depends on the way of taking.”