"You and I and everybody [in the] entertainment industry fly by the
seat of our pants. We don't quite know what's going to happen." 1
-- William Shatner, 2002
-- See the Index for my upcoming book "Daglow's Laws" --
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What Are Daglow's Laws?
Daglow's Laws reflect my commitment to long-term strategy
and to hand-crafting great products 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
"laws" to organize my thinking on four key topics:
1. How the games business leads and leverages trends in culture, technology and entertainment.
2. The great, often unseen forces that drive the games industry, along with the hardware, software, 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 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 these ideas into a book. As I collect and organize each of these articles from over 20 years of notes and presentations I'll post them here to gather feedback and comments on my 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 sound dead wrong, or even make you angry enough to write me an email to set me straight -- and if you do so I'd love to read your comments.
If these Laws are useful and start interesting discussions, 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 the drafts of two full-length chapters per month. 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:
Technology and Culture
Law of Motivation
Law of Productivity
Law of Internet Time
Law of Console Wars
Law of Management
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Clockworks photo credit: Kathryn, accessed 9/6/14.
1 Shatner interview on Larry King Live, February 21, 2002