Finding nourishment vs. identifying poison An Article by Austin Kleon & Olivia Laing austinkleon.com A useful analogy for what [Sedgwick] calls ‘reparative reading’ is to be fundamentally more invested in finding nourishment than identifying poison. This doesn’t mean being naive or undeceived, unaware of crisis or undamaged by oppression. What it does mean is being driven to find or invent something new and sustaining out of inimical environments. I would like to adopt that line as a mission statement: “To be fundamentally more invested in finding nourishment rather than identify poison.” Because you can identify all the poison you want, but if you don’t find nourishment, you’ll starve to death. Poison sniffers hopereadinggoodness
Disorientation Warshaw: E.T. commits the ultimate video game sin: to disorient the user. And you have to understand the difference between frustration and disorientation, right? Frustration in a video game is essential. A video game must frustrate a user, but you should never disorient them. Peabody: Howard says that frustration ultimately creates satisfaction. It’s a huge motivator in a good game, to get better, faster, stronger. Disorientation, on the other hand... Roman Mars & Howard Scott Warshaw, The Worst Video Game Ever To become completely lost designgames