Butterfield is a strange choice for a two-time CEO of a gaming company. He’s no Mark Pincus — by his own admission, he’s not that into gaming. As a former philosophy student with a master’s from Cambridge, he was more interested in play as a framework for social interaction than play for play’s sake. “Infinite games are what we collectively do as a species for building culture,” Butterfield explains. “It’s fundamental for human beings, as deep a desire as hunger and thirst and sex.” From an early age, he was intrigued with how online communities like IRC allowed people to experiment with their identities. His then-wife Caterina Fake found the topic compelling too. “There are at least two kinds of games,” Butterfield says, paraphrasing a favorite scholar of his. “The first type is played for the purpose of winning and the second type you play for the purpose of play.” When they brainstormed a company to start, they settled on building “Game Neverending.” Butterfield and Fake spent a year and a half creating it.
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It’s a shame James P. Carce isn’t explicitly referenced in this passage. I never found the finite versus infinite game dichotomy very useful as a design guide, though.
It’s also odd to me that if the aim was to make a “never ending” game with Glitch, why so many of its mechanics were about achieving things and making progress. The game was chock full of things that could be “used up”. Hardly infinite.