Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

An Incoherent Manifesto

Way back in the days when dressing an opinion about games up nicely and calling it a theory actually lent it some cachet, a distinction got forwarded into discourse, saying, some play is coherent (focused, creative-agenda-oriented, clear), while some is incoherent (not those things), and that game designs are contributory to that, being coherent or incoherent as well.

(This may not have all been intended at the source, which is why I'm not pointing there, despite having been present. I don't remotely give a shit what was intended. It IS the impression given, and what what went around the old Disc Horse, for years to come, like it or not.)

Many gamers that didn't subscribe to the theory of the day found "your play is incoherent" pretty insulting, including myself.

It's still mildly insulting, but it's become one of my favorite insults, like the Will Graham of Hannibal's "I needed to be shown a negative so I could see the positive"; my rejection of it has layers, in which many things reside.

On the first layer, the plain arrogance of that dismissal is a Thing To Behold. I've always enjoyed trollish iconoclastic posturing bullshit, and have indulged in a fair bit of my own, and that one's a masterpiece. 10/10, fuck right off into the sun, no notes.

On the second layer, hang on a minute. All of the play I've had that was truly, intensely focused on The Specific Bullshit Of The Group, on our agenda, came out of a loose system and a bag of bits, and involved system tweaking to fit the group. Really, truly tightly focused games are often focused on The Specific Bullshit Of The Designer; the group agenda playing them is primarily participatory. Sometimes it clicks across the board, and the Design Bullshit becomes Group Bullshit almost perfectly, but that's not remotely guaranteed even in the "best built" games of that sort.

On the third layer, the above does mean that my immediate reaction to a heavily focused game is to absorb it like a toddler with a smash cake, or Tyler Durden with something beautiful. Just dig in and take it apart, splash it on the walls. Your beautiful and elegant device is lovely, and I will absolutely bastardize it with anything that amuses, because I want to break it's power and seize it for my group and myself. And the insult provided me with the key to know why I want to do that; it was revelatory in its wrongness. It's because I refuse to give an external agenda primacy.

So here's the Incoherent manifesto, as my experience would have it:

The bits-box, scrap pile, incoherent heap of rules, curated at need, is where play fully tailored to the needs and agenda of the group, in the moment it happens, actually comes from.

The finely tuned, "this exact procedure of play" game is the one where someone else's agenda dominates, and it's good to break that power.

Take your games apart; in the ruin of elegant design, you can be free.

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.

love it

(1 edit) (+1)

The failings of that place were not unique. It was the conviction of young people (general men) who believe their intellect is capable of figuring out the world because they lack the perspective to really understand its complexity. I was basically that kind of young man too, just quieter about it.


With hindsight the hubris of this is obvious and, even at the time, their unwillingness to believe people that said they really had fun playing “the wrong sorts of games,” was a bad sign. Nevertheless, they did a lot to open up new directions of RPG design and we have no idea when or how it would have happened without them because you don’t get to A-B test history. And there are a good dozen or so games designed back then or just afterward that have been unfairly forgotten, IMO.


I really think the only reason these ideas still come up so much is people rejecting them. There are a few die hard adherents still out there, and I think they had a few good points even with hindsight, but I see a lot more talk from people rejecting the ideas than supporting them.


The best game is the game you like to play the way you like to play it. The rest is trying to work out for yourself what that means to you.