You and I and everybody [in the] entertainment industry fly by the seat of our pants. We don't quite know what is going to happen.1
-- William Shatner, 2002
-- See the Index for my new book "Daglow's Laws" --
What Are Daglow's Laws?
Daglow's Laws reflect my commitment to long-term strategy
and to hand-crafting fun experiences in a world too often driven
by short-term tactics and get-rich-quick schemes.
Over the course of my 34 years in the games industry I began to write down
"Daglow's Laws" to organize my thinking on four key topics:
1. How the games business leads and responds to trends in culture, technology and entertainment.
2. The great, often unseen forces that drive the games industry, along with the platforms, genres and business models within it.
3. How to use this knowledge to guide our companies, projects and careers, critical in an era of entrepreneurial development and small-scale startups.
4. How we have to continually adapt and change our creative, technical and business crafts to succeed as innovators in each new era.
Where They Come From
I invent new “Daglow’s Laws” for each of my keynotes and major conference presentations, a practice I started in 1992.
I'm now turning Daglow's Laws into a book. As I collect and organize each of these articles from 20 years of notes and presentations I'll post them here to gather feedback and comments, and to offer a glimpse of the vision for the work.
Serious or satirical, each Law is an attempt to look at the large-scale long-term picture as context for deciding what we're going to do tomorrow morning when we start our day.
How to Use These "Laws"
I don’t believe that any individual has the right to declare laws.
These "laws" are a collection of things I believe. Some may spark your thinking, some may even be inspiring. Others may make you angry enough to write me an email to set me straight -- and if you do I'd love to receive and read it.
If these Laws are useful, I'll be delighted.
And if the shoe doesn’t fit, just throw it away.
How I Got Here
In hindsight, it feels like creating games is what I was destined to do.
I designed my first board game when I was 10 years old. When I was 15 I re-designed the baseball board game that my friend Tony Salin and I played so fanatically.
So it's not surprising that when I first gained access to a mainframe computer at Pomona College in 1971 the first thing I programmed was a game.
Or that when the games industry began I got a one-in-a-million break and was one of the original five in-house game programmers at Intellivision.
For a limited time here on my website I am posting a preview of my new book, "Daglow's Laws: 30 Crossroads of Games, Culture & Technology".
From September of 2014 through late 2015, I'll be adding two full-length chapters per month as I adapt my conference presentations and complete the first draft. I'd love to hear your feedback and can be reached via "ddaglow" at the ever-popular gmail.com.
Here are the first topics (which are active links to the chapter text), and the names of some subjects that are coming up:
Daglow's 2nd Law of Next Gen (2008)
Daglow's Law of Console Wars (1999)
Daglow's Law of Management (1995)
Technology and Culture
Daglow's Law of Change (2008)
Daglow's Law of Opportunity (2014)
Daglow's Law of Internet Time (2009)
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and Upcoming Conferences!
Clockworks photo credit: Kathryn, accessed 9/6/14.
1 Shatner interview on Larry King Live, February 21, 2002