This image cannot be protected by copyright. Independent creators seem to prefer weaker intellectual property (IP) protections until it comes to AI. We can forgive a certain amount of hypocrisy here, since the original stance on IP probably wasn’t well considered, but it does make it hard to take these claims seriously. Saying “we should … Continue reading What are we trying to protect with IP?
Author: systemchalk
Who’s a Profit Maximizer
If you imagine a stereotypical economist, you’ll probably think of someone who assumes that people are rational and that firms maximize profits. This is one of those stereotypes that often turns out to be true, but creates all kinds of trouble because of assumptions about what it actually means. Profit maximizing is the less controversial … Continue reading Who’s a Profit Maximizer
No Stolen Bases
Creative success must be built, not regulated. This idea is simple to agree to in principle but proves difficult to apply in practice. Creators in nearly every sector face a competitive environment, and it can be tempting to find some kind of edge. Most people involved in creative fields are also expected to be active … Continue reading No Stolen Bases
The Happier Side of Productivity
Productivity should be seen as the birthright of the small studio. Instead, it has been neglected and creators have largely ceded these concerns to the kinds of people who attend investor relations calls. Productivity’s dim reputation is a result of this neglect, with unpopular corporate measures like return to office (RTO) and layoffs being top … Continue reading The Happier Side of Productivity
The Price of Publishing
There was a summer of discontent with publishers this year. Reopening old discourse is not a path to serenity, but there are things that have been left unsaid that can help us navigate both the current moment and prepare for what could happen in the future. Fortunately, a better understanding of the problem uses simple … Continue reading The Price of Publishing
Who Should Break Up?
Games companies seem to dissolve or get acquired, and so Embracer's announced breakup is a unique case for a company people already have strong opinions about. Embracer made a name for itself with a remarkable string of acquisitions, then had an equally remarkable fall once a $2 billion deal failed to materialize. This, along with … Continue reading Who Should Break Up?
Innovation in Games: Looking for the Future
This article is about a search for a new model of game development. It will not deliver a model ready to go, or even a formula for finding a new one. We know the object of our search exists because progress exists, but practitioners are more likely to find it than authors. However, the previous … Continue reading Innovation in Games: Looking for the Future
Innovation in Games: The Old Model
Gaming isn’t as innovative as it seems. People like to pay lip service to the idea of innovation rather than the reality. The reality is difficult to define, difficult to do, and often involves working counter to popular opinion. This article focuses on innovation in the past while another will address the future. Why might … Continue reading Innovation in Games: The Old Model
The Ideas Guys of Money
Everyone is an ideas guy when it comes to money. If you’re unfamiliar with the term, a loose definition might be that an ideas guy is someone who comes up with lots of things to do, but offers nothing towards their implementation. Creative industries attract more ideas guys than most, but there are programmers whose … Continue reading The Ideas Guys of Money
The Unity We Asked For
Unity’s recent layoffs are the result of a shift in the company’s strategy. This strategy will mean fewer features and improvements to the engine than before, and, like the adjustments to the pricing change, it will favour large developers more. Unity has a product to sell, and that product has been fairly consistent throughout its … Continue reading The Unity We Asked For



