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Subject: Escapist Article: "How a Board Game Can Make You Cry" rss

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David Hoffman
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I did a handful of searches, using the Google Site Search up top and I don't believe this has been covered previously. If it has, I apologize, but I figured this was something folks would be interested in.

The article is from last week's The Escapist magazine. The April 30th issue.

The article in question (which is where that link takes you), is about Brenda Brathwaite and some interesting things she's doing with game design.

I'd say it's definitely worth a read. In fact, for the lazy, here's the whole thing, quoted (though, you'll need to click through for a picture of her game, Train, which is almost definitely not what you might think it is).

The full story:

Quote:
TGC 2009: How a Board Game Can Make You Cry
by Jordan Deam, 30 Apr 2009 9:00 pm

Brenda Brathwaite was in a bit of a rut.

After 28 years in the game industry and a couple dozen titles shipped, she wanted a change of pace. As much as she enjoyed designing games and passing them onto burgeoning teams of programmers, artists and animators, she missed the satisfaction of doing everything herself. Digital games were great and all, but when she played a pair developed by different teams that felt nearly identical, she realized it was time to pull the plug.

Thus began perhaps the most shocking, entertaining and awe-inspiring talk at this year's Triangle Game Conference, "How I Dumped Electricity and Learned to Love Design."

Brathwaite's presentation focused on six experimental tabletop games she created on her short hiatus from digital development and how they re-ignited her passion for game design. The first game came about after a discussion with her 10-year-old daughter about an elementary school lesson on the slave trade. While her daughter had all the facts memorized, Brathwaite was dismayed to learn that she didn't grasp what the Middle Passage was like for the Africans who were kidnapped and shipped across the Atlantic. So she did what any game designer worth her salt would do: She made a game out of it.

Brathwaite assembled a collection of tiny wooden figures, then had her daughter group them into "families." After her daughter was finished, she picked them up by the handful and placed them on a makeshift boat. Her daughter was confused: Why would she take the parents but leave the baby? Why wouldn't brothers stay with their sisters? "No one wants to go," Brathwaite explained. That's when it started to click.

Then Brathwaite devised a primitive resource management mechanic. It took 10 turns for the boat to cross the Atlantic. The boat had 30 units of food. Each turn, the player had to roll a d6, and reduce their food stores by that number. By the trip's halfway point, it was clear to her daughter that her "cargo" wouldn't make it. It wasn't a "fun" game by any means, but it served a different purpose: It helped her daughter intuitively understand the emotional experience of the slave trade, a lesson that numbers on a chalkboard couldn't provide.

At that point, Brathwaite was hooked.

Her subsequent projects dealt with other uncomfortable historical moments. One simulated Oliver Cromwell's invasion of Ireland in the mid-17th century, a game wherein the object wasn't to win, but "to lose the least." But no one in the audience was prepared for her third game, unassumingly titled Train.

The object of Train is to get a collection of people from Point A to Point B by placing them in a boxcar and sending them on their merry way. Played among a group of three people, players draw cards from a pile that can impede other players or free them from existing obstacles. The first player to reach the end of the line wins.

The destination? Auschwitz.

The "game" didn't stop there, however. The game board, pictured above, is an allusion to Kristallnacht - Brathwaite explained that she needed to break a fresh piece of glass each time she "installed" her work in a new location to properly evoke the violence of the experience. She even typed the game's instructions on an actual SS typewriter, which she purchased solely for that purpose.

There were audible gasps in the audience when Brathwaite revealed Train's shocking conclusion; one attendee was so moved by the experience that she left the conference room in tears. But Brathwaite's intention wasn't to invite controversy - just like her game about the Middle Passage, she wanted to create a game that affected people deeply.

Judging from Train's reception so far, she succeeded.
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Robert Wesley
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Well, I could 'make' a "Game" that should incense everybody yet bring them together due to that, and it shall become about THAT aspect alone. I will designate this as: "AGGROcolaOPOLY"!
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Konrad Anft
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Mmmh... I frequently visit the Escapist website, but this slipped my eyes.

So, many thanks for posting it here.

---Please note: The following is my personal opinion.----


The goald of her projects was not to make someone cry, but to create a serious game with an educational content.

However I fear that many people can be offended, when they see a "game" playing with lives of ancenstors of theirs.

Neither the holocaust nor the slave trade are pleasant topics. One wouldn't like or enjoy a game about them.

I guess that a generally joyful item - such as a game, is thereby not the best way to approach the topics.

A game should be, amoung being interesting and fair, enjoyable.

I doubt that anyone with a right mind would enjoy "Train".

And gaining the educational knowledge about both the holocaust and the slave trade is better done by experiencing stories. Whether they are told by someone who was alive at the time, whether to read them in a book, or whether one lives through them in a way - on a memorial march with the school imagining the suffering, dreading to face what would come next.

I don't thing that dice rolling and cards can convey the loss, the pain, the emptiness enough... but then again: What can?



Edited, because of a typo.
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She even typed the game's instructions on an actual SS typewriter, which she purchased solely for that purpose.


Why? How?

I think this article is more about Brenda than her games or the purpose of them. If this is an exercise in pain to bring the players to emote, how does buying an SS typewriter to type the rules help?
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Matt Thrower
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Games meet performance art. Fascinating stuff. Although whether the result still merits the description "game" is debatable.
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Pete Belli
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Quote:
The game board, pictured above, is an allusion to Kristallnacht - Brathwaite explained that she needed to break a fresh piece of glass each time she "installed" her work in a new location to properly evoke the violence of the experience. She even typed the game's instructions on an actual SS typewriter, which she purchased solely for that purpose.


This woman will probably get a $750,000 government grant from the National Endowment for the Arts.

shake
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Nathan Paul
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Yes, but how does it play? I am mroe interested in the game then this sensationalistic interactive prop. A theme is a theme, whether abstract or about shooting babies.
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Gamer of Catan wrote:
Yes, but how does it play? I am mroe interested in the game then this sensationalistic interactive prop. A theme is a theme, whether abstract or about shooting babies.


You miss the point, as most on BGG would.

The point in media covering "games" is not about the games. It never is. It's about the people - usually about how outside the norm they are.

In this case, it's still about the person, but since she uses model RR cars and track, puts a broken window under that, and strews some business cards with typewriter font around the scene, it is now about "art" and "statement" and "meaning". And, yeah, once again it isn't about the games.

I feel certain it's a pretty pathetic attempt at game design.

I always found it particularly ludicrous that journalists are put in the position to impart meaning to those outside an interest group, about what goes on in an interest group the journalist by nature does not - cannot - grasp. I've even discussed that with journalists, and they pretty uniformly seem to think they have some divine talent for interpretation of such things outside their scope of interest and experience.
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DarrellKH wrote:
The point in media covering "games" is not about the games. It never is. It's about the people - usually about how outside the norm they are.


I don't think this is fair. The Escapist magazine is dedicated to covering video games. Board games may not be their forte, but I don't think they have any incentive to portray any kind of gamers as weird or outside the norm—it wouldn't go over well with their target audience.

I'm a little surprised at the reaction to the article here. I agree that there are some aspects of performance art here, and I doubt anyone—including Ms. Brathwaite herself—would expect someone to buy these games for repeated play and enjoyment at home. But I feel like people are attacking them for that, and I'm not sure why. Just last night I read a quick note on Tom Lehmann's site about how games can teach through their mechanics. To me, these games sound like novel applications of that concept, and I'd be interested to see more of it.

In Agricola, I can feel genuine stress if I'm having trouble feeding my family. I had a similar experience in SimCity when I was struggling to balance my city's budget. I personally believe games of all kinds can very effectively set up situations that evoke emotional responses from the player. It sounds to me like Ms. Brathwaite's games are designed to establish an emotional connection with important historical events. I'd love to see more games that try to do that.

Yes, these games are different from all the games we've got listed on the left side of the page here. But that doesn't make them wrong somehow.
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DarrellKH wrote:


I always found it particularly ludicrous that journalists are put in the position to impart meaning to those outside an interest group, about what goes on in an interest group the journalist by nature does not - cannot - grasp. I've even discussed that with journalists, and they pretty uniformly seem to think they have some divine talent for interpretation of such things outside their scope of interest and experience.


Amen.
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bcs_ wrote:
I'm a little surprised at the reaction to the article here. I agree that there are some aspects of performance art here, and I doubt anyone—including Ms. Brathwaite herself—would expect someone to buy these games for repeated play and enjoyment at home. But I feel like people are attacking them for that, and I'm not sure why. Just last night I read a quick note on Tom Lehmann's site about how games can teach through their mechanics. To me, these games sound like novel applications of that concept, and I'd be interested to see more of it.
It feels wrong to me. To me, games are for having fun and socializing with others. If I learn something along the way, great! But these aren't games by my own definition, they are teaching aids perhaps, but they are also very dark topics... so a game just doesn't feel like the right medium for the message. I'm having trouble putting to words why I feel this way, but they definitely bug me.
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bcs_ wrote:

I'm a little surprised at the reaction to the article here. I agree that there are some aspects of performance art here, and I doubt anyone—including Ms. Brathwaite herself—would expect someone to buy these games for repeated play and enjoyment at home. But I feel like people are attacking them for that, and I'm not sure why. Just last night I read a quick note on Tom Lehmann's site about how games can teach through their mechanics. To me, these games sound like novel applications of that concept, and I'd be interested to see more of it.


I think this can only fall in the performance-art or "school game" categories, otherwise I can not understand why playing a game with such theme more than once, for there would be no fun, after all.

bcs_ wrote:
In Agricola, I can feel genuine stress if I'm having trouble feeding my family. I had a similar experience in SimCity when I was struggling to balance my city's budget. I personally believe games of all kinds can very effectively set up situations that evoke emotional responses from the player. It sounds to me like Ms. Brathwaite's games are designed to establish an emotional connection with important historical events. I'd love to see more games that try to do that.


Then again, if there is no fun, why playing? Agricola is interesting but I definitely did the theme does not attract me and the starvation... OK, it's not that squads dying in meleé and all the implicit bayonet-gutting in wargames is very funny in reality but, maybe because of a cultural deformation, there seems to be more dignity in it (this would lead to another different, already threaded, discussion concerning violence in games so we'll let it rest).

bcs_ wrote:
Yes, these games are different from all the games we've got listed on the left side of the page here. But that doesn't make them wrong somehow.


No, but from a pure game-playing point of view, it is futile.
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It seems to me like some of the griping comes down to the definition of a game. Some people feel that games should be light-hearted, fun entertainment and, thus, that a dark "game," one concerning the hardships of the slave trade or the Holocaust, is not really a game at all.

I disagree with this definition of "game." Games do not have to be light or fun; they can be dark and brooding, and, in some cases, they can address dark topics such as these. I'm going to go with a modified Webster definition: A game is a physical or mental competition conducted according to rules with the participants in opposition to something (e.g., each other or the game itself).

Games can teach. Games can be dark and serious. Are there rules and is there some element of competition at work? Then it's a game.

That being said, I think MattDP is right - her games are more akin to performance art. I think this is because the main thrust of them, her purpose, is not to engender (friendly) competition, but rather to incite an emotional response. Even the teaching aspect appears to be ancillary to this goal.

But that's also why these are interesting. Conventional games purposefully try to avoid an emotional aspect. They're games. They're meant to be fun. Hers are not meant to be fun.
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pete belli wrote:
Quote:
The game board, pictured above, is an allusion to Kristallnacht - Brathwaite explained that she needed to break a fresh piece of glass each time she "installed" her work in a new location to properly evoke the violence of the experience. She even typed the game's instructions on an actual SS typewriter, which she purchased solely for that purpose.


This woman will probably get a $750,000 government grant from the National Endowment for the Arts.

shake


As an artist, this kind of comment annoys me. The NEA certainly never hands out individual grants even close to that level - that's large even for a science grant. Most artists struggle, and do what they do because they love and believe in it, not to simply be provocative. Most artists aren't designing "games" about the Holocaust, they are working locally, in and with their communities, and most grants given to artists are to foster such work, not as handouts for the most out-there stuff. This year, the budget for the NEA is $121 million, of which $100 million will be given in grants. Compare that to the rest of the Federal budget - it is miniscule. Compare that with what other developed nations spend on art and culture. Yet somehow it is always portrayed as a waste, with no evidence provided.

Sorry for the rant, but comments like these just further reinforce the idea that funding the arts is worthless, and makes it harder for artists to live. It has nothing to do with the "art" this designer makes.
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For whatever it's worth, and I'm still categorizing myself as one of the "new guys", especially within this sub-forum, but the reason I shared this was not because I thought the games themselves were some paragon of the medium, or that I thought we should all rush out and buy a game where the object is to herd people to a concentration camp.

I simply thought it was of interest to see a person who's designed dozens of computer games getting back to basics, especially in the medium we all enjoy. She wasn't, so far as I can tell, designing these games to sell; it was to illustrate some educative points to her kid.

By her own description, these interesting experiments in design seem to have proven successful. She was able, though bits of game design, to demonstrate to her child (and, I suppose, the audience she presented these games to) aspects of certain historical events in a different context that simply reading about it in a book.

To my mind, that's at least one thing the gaming medium can do: show us something in a way we hadn't thought about it before. To my mind, that was the goal of her experiments and, for that, it seems a success.

(as far as "is it fun?" I don't think that was ever the goal and, really, do we want to hear about someone who's made some of these events into "fun" games? Kind of a twisted concept, IMO.)
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ohbalto wrote:
For whatever it's worth, and I'm still categorizing myself as one of the "new guys", especially within this sub-forum, but the reason I shared this was not because I thought the games themselves were some paragon of the medium, or that I thought we should all rush out and buy a game where the object is to herd people to a concentration camp.

I simply thought it was of interest to see a person who's designed dozens of computer games getting back to basics, especially in the medium we all enjoy. She wasn't, so far as I can tell, designing these games to sell; it was to illustrate some educative points to her kid.

By her own description, these interesting experiments in design seem to have proven successful. She was able, though bits of game design, to demonstrate to her child (and, I suppose, the audience she presented these games to) aspects of certain historical events in a different context that simply reading about it in a book.

To my mind, that's at least one thing the gaming medium can do: show us something in a way we hadn't thought about it before. To my mind, that was the goal of her experiments and, for that, it seems a success.

(as far as "is it fun?" I don't think that was ever the goal and, really, do we want to hear about someone who's made some of these events into "fun" games? Kind of a twisted concept, IMO.)


Maybe so, but I think designers have to ask themselves why they need to design a game, no matter if the goal is to educate or entertain, around a certain event.

The middle-passage example at least tries to teach the child the realities of the slave trade from the victim's perspective. I think there are much better ways at going about this, such as watching Roots or simply reading an (age appropriate) story about it. I think people within game design often far overestimate the importance of their craft as a mode of education.

In terms of Train, though, I fail to see the point. If the goal of a "teaching" game about such a horrible event doesn't ally you with the victims, than what is the point? Why would we want to pretend being an SS officer? And buying the typewriter just seems to reveal more about the designer's own bizarre fetishization of her topic than any avowed need for "authenticity" could justify.

Part of recognizing the horrible nature of certain events is realizing that they have a certain sanctity, are not meant as toys, and defy the idea that we can "learn" something from every situation. These events are hard for us to understand even in a religious or philosophical context, so why would making a game of it do anything except denigrate the experiences of those who really suffered?

Just my two cents...
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cayluster wrote:
pete belli wrote:
Quote:
The game board, pictured above, is an allusion to Kristallnacht - Brathwaite explained that she needed to break a fresh piece of glass each time she "installed" her work in a new location to properly evoke the violence of the experience. She even typed the game's instructions on an actual SS typewriter, which she purchased solely for that purpose.


This woman will probably get a $750,000 government grant from the National Endowment for the Arts.

shake


As an artist, this kind of comment annoys me. The NEA certainly never hands out individual grants even close to that level - that's large even for a science grant. Most artists struggle, and do what they do because they love and believe in it, not to simply be provocative. Most artists aren't designing "games" about the Holocaust, they are working locally, in and with their communities, and most grants given to artists are to foster such work, not as handouts for the most out-there stuff. This year, the budget for the NEA is $121 million, of which $100 million will be given in grants. Compare that to the rest of the Federal budget - it is miniscule. Compare that with what other developed nations spend on art and culture. Yet somehow it is always portrayed as a waste, with no evidence provided.

Sorry for the rant, but comments like these just further reinforce the idea that funding the arts is worthless, and makes it harder for artists to live. It has nothing to do with the "art" this designer makes.


I'm sorry, but the budget for the NEA should be $0. An artist needs to create art that the public wishes to purchase. The NEA makes the public buy art that the public will not purchase any other way. Art that's forced on others is bad art... and it's tyranny as well.

Just my opinion.
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aaxiom wrote:
cayluster wrote:
pete belli wrote:
Quote:
The game board, pictured above, is an allusion to Kristallnacht - Brathwaite explained that she needed to break a fresh piece of glass each time she "installed" her work in a new location to properly evoke the violence of the experience. She even typed the game's instructions on an actual SS typewriter, which she purchased solely for that purpose.


This woman will probably get a $750,000 government grant from the National Endowment for the Arts.

shake


As an artist, this kind of comment annoys me. The NEA certainly never hands out individual grants even close to that level - that's large even for a science grant. Most artists struggle, and do what they do because they love and believe in it, not to simply be provocative. Most artists aren't designing "games" about the Holocaust, they are working locally, in and with their communities, and most grants given to artists are to foster such work, not as handouts for the most out-there stuff. This year, the budget for the NEA is $121 million, of which $100 million will be given in grants. Compare that to the rest of the Federal budget - it is miniscule. Compare that with what other developed nations spend on art and culture. Yet somehow it is always portrayed as a waste, with no evidence provided.

Sorry for the rant, but comments like these just further reinforce the idea that funding the arts is worthless, and makes it harder for artists to live. It has nothing to do with the "art" this designer makes.


I'm sorry, but the budget for the NEA should be $0. An artist needs to create art that the public wishes to purchase. The NEA makes the public buy art that the public will not purchase any other way. Art that's forced on others is bad art... and it's tyranny as well.

Just my opinion.


Well, I'm not going to use this forum to get in an argument over this, but my main point is that the NEA funds a lot of arts education and community outreach programs. It is hardly handing out money for artists to do whatever they like. And most individual grants fund the making of the art - that is, supplies. They don't fund the artist's lifestyle or "buy" the art.

But besides that, the government provides funding for many things which would have little "value" in the marketplace. If we want to govern our whole lives by monetary value, than so be it, but not every worthwhile human endeavor boils down to a dollar sign. It makes it very easy to say if someone doesn't want to buy something, it's worthless, but it doesn't make it so - it just makes it easy for us to classify what is valuable without having to think about it or consider another scale of values (an ethics).
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ohbalto wrote:


Escapist

Game

Auschwitz



IQ Question #345: which word does not belong?
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cayluster wrote:
. . .but I think designers have to ask themselves why they need to design a game, no matter if the goal is to educate or entertain, around a certain event.

The middle-passage example at least tries to teach the child the realities of the slave trade from the victim's perspective. I think there are much better ways at going about this, such as watching Roots or simply reading an (age appropriate) story about it. I think people within game design often far overestimate the importance of their craft as a mode of education.

In terms of Train, though, I fail to see the point. If the goal of a "teaching" game about such a horrible event doesn't ally you with the victims, than what is the point? Why would we want to pretend being an SS officer? And buying the typewriter just seems to reveal more about the designer's own bizarre fetishization of her topic than any avowed need for "authenticity" could justify.


These are all excellent points. I wonder if I can't find the text of the actual presentation to maybe shed some light on what her thought process was. Could be as simple as, "can I do it" or there could be a gleeful rubbing together of hands and, "let's see how far I can push this."

Interesting.
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cayluster wrote:
aaxiom wrote:
cayluster wrote:
pete belli wrote:
Quote:
The game board, pictured above, is an allusion to Kristallnacht - Brathwaite explained that she needed to break a fresh piece of glass each time she "installed" her work in a new location to properly evoke the violence of the experience. She even typed the game's instructions on an actual SS typewriter, which she purchased solely for that purpose.


This woman will probably get a $750,000 government grant from the National Endowment for the Arts.

shake


As an artist, this kind of comment annoys me. The NEA certainly never hands out individual grants even close to that level - that's large even for a science grant. Most artists struggle, and do what they do because they love and believe in it, not to simply be provocative. Most artists aren't designing "games" about the Holocaust, they are working locally, in and with their communities, and most grants given to artists are to foster such work, not as handouts for the most out-there stuff. This year, the budget for the NEA is $121 million, of which $100 million will be given in grants. Compare that to the rest of the Federal budget - it is miniscule. Compare that with what other developed nations spend on art and culture. Yet somehow it is always portrayed as a waste, with no evidence provided.

Sorry for the rant, but comments like these just further reinforce the idea that funding the arts is worthless, and makes it harder for artists to live. It has nothing to do with the "art" this designer makes.


I'm sorry, but the budget for the NEA should be $0. An artist needs to create art that the public wishes to purchase. The NEA makes the public buy art that the public will not purchase any other way. Art that's forced on others is bad art... and it's tyranny as well.

Just my opinion.


Well, I'm not going to use this forum to get in an argument over this, but my main point is that the NEA funds a lot of arts education and community outreach programs. It is hardly handing out money for artists to do whatever they like. And most individual grants fund the making of the art - that is, supplies. They don't fund the artist's lifestyle or "buy" the art.

But besides that, the government provides funding for many things which would have little "value" in the marketplace. If we want to govern our whole lives by monetary value, than so be it, but not every worthwhile human endeavor boils down to a dollar sign. It makes it very easy to say if someone doesn't want to buy something, it's worthless, but it doesn't make it so - it just makes it easy for us to classify what is valuable without having to think about it or consider another scale of values (an ethics).


If someone doesn't want to buy something, it's not worthless. If nobody wants to buy something, forcing them to do so by extracting THEIR value generated by providing value to others is wrong.

A whole lot of miniscule adds up to a whole lot of deficit. I for one, am sick and tired of it. People buy art all of the time -- for the value it provides. The government is a lousy arbiter of value. If you're a lousy artist, "art welfare" isn't the answer, whether it's used to support your supply situation, or your lifestyle.

Using public money to fund your desire to be an artist is like asking other men to breastfeed you. As an artist, I have never asked the government to buy anything from me, and refuse to suckle from that massive and shameful teat. People either will enjoy what I have done and will exchange value for value, or they won't. Forcing them to do so through their extracted tax dollars is immoral and tyrannical.

If I produce something that I like and which nobody wants to buy, I do not blame the public for not being "cultured enough", I enjoy it for what it is and relish the pleasure it provides me.

Bad salespeople always blame the prospect... never themselves. If this argument is not about money (since we're on some sort of elevated plane here), then why pollute the issue by bring any money into this at all? The reason is that it's ALL about money... that's used to feed your family, and provide for your needs. If the marketplace (your "community") doesn't want what you have, find another community or find another technique that gives people pleasure such that they will find an exchange of value with you pleasurable.

But please don't ask the government to steal from others to support it.
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    It's the message not the medium. She used games because that's what she knows. This is story-telling and nothing else.

             Sag.


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Phil Sauer
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Apologies for going off-topic... I think the comments about journalists today is a valid one. If you want to talk about those among us that really believe they're operating on a higher plane of reality than the rest of us, it would be today's journalist.

Articles like this don't help the hobby... or do they? I am not seeing how they help. I guess we can thank a journalist for that.
 
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Andrew Brannan
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aaxiom wrote:

I'm sorry, but the budget for the NEA should be $0. An artist needs to create art that the public wishes to purchase. The NEA makes the public buy art that the public will not purchase any other way. Art that's forced on others is bad art... and it's tyranny as well.

Just my opinion.



You're right. All art should be created only for commercial purposes. There should only be Pop music on the radio (nothing else sells well enough). All art should only be commercial in nature. Nobody ever profitted from art that was commissioned by a governmental entity, especially that little piece some dude painted on a ceiling in Italy.

Looking at your geekbadges, even Bach was considered outmoded and "old-fashioned" in his composing. Not exactly marketable, aside from the patronage of the church and local governments.

And to put the $100 million number in perspective, the electric bill for the National Institutes of Health's main campus, which is about the size of a typical college campus, runs about $60 million per year. Or, to put it another way, each man, woman and child in the united states pays $.33 cents per year for NEA grants. I'll wager you lose more than that into couch cushions each year.
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Phil Sauer
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Try feeding yourself on art that's not made for commercial purposes. If people want it, they buy it... they don't force government to buy it for them. That's all I'm saying.

Bach never accepted welfare for his work... unless one regards all paying jobs as welfare.

Government != Mommy ... it's a shame many today want it to.
 
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