Post-it Utopia: The Promises and Pitfalls of Arium’s Lean Worldbuilding

By Nicholas L. Stefanski 

Arium: Create

The worldbuilding TTRPG Arium: Create by Adept Icarus promises a utopian procedure for creating gameworlds that are generative, safe, and liberating environments for roleplayers, an undertaking animated by recent debates over the prevalence of harmful, stereotypical, or simply repetitive tropes throughout the TTRPG industry. While the shift away from these problematic tropes is admirable and perhaps overdue within the industry, Arium’s approach to addressing this issue is also notable for its enthusiastic endorsement of creativity techniques stemming from the world of corporate management and innovation consulting. Specifically, Arium’s Lean Worldbuilding approach shares many commonalities with the Lean management philosophy that emerged in the 1990s, largely inspired by Toyota’s operating model. Both Arium’s Lean, and Lean as it is now understood in business, are associated with the pervasive use of Post-it notes for ideation and collaboration.

Image Credit: Shutterstock

This article explores how Arium’s utopian solutionism and endorsement of a signature technique of post-Fordist management presents both pitfalls and opportunities for inventive, utopian roleplay. Beginning in the critical mode, I suggest that by adopting techniques that reduce the art of imaginative worldbuilding to a ritualized formula, Arium: Create risks building worlds that are creative merely for the sake of creativity, and consensual mainly in their appeal to the lowest common denominator. Inspired by Adorno and Horkheimer’s critiques of jazz and the culture industry, and following Eitan Wilf’s ethnography of Post-its and critiques of the innovation and creativity industry, the first movement of the article asks whether such strategies of routinized, commodified creativity can only ever produce the ‘freedom to choose what is always the same.’[i] Nevertheless, while this danger should not be ignored, I argue that it would be wrong to dismiss Arium or to label it as utopian in only the pejorative sense. Taking cues from theorists responding to Adorno’s pessimistic stance toward popular culture, notably Adorno’s Frankfurt School colleague and interlocutor Walter Benjamin, the second movement of the article suggests that despite its embrace of corporate solutionism, Arium’s collaborative worldbuilding contains a generative kernel, revealing an additional movement in the dialectic between oppressive technologies of control and the utopian impulse.

Continue reading “Post-it Utopia: The Promises and Pitfalls of Arium’s Lean Worldbuilding”

The Needle and the Wedge: Digital Games as a Medium for Science Fiction

By Monica Evans. This academic article was first published in Vector #291.

Abstract: This article examines the relationship between digital games and science fiction. Digital games are predisposed to science fiction content for two reasons: game developers, at every historical point, have been science fiction fans, and therefore tended to make games with science fiction content; and digital games’ dependence on rapidly-changing technology makes them a natural fit for science fiction content and themes. Furthermore, even games that may not have overtly science fictional themes at the level of content can still be interpreted as examples of science fictional culture, through their capacity to mobilise interactions between technology, mechanics, narrative, and the imagination and emotion of their players. Game developers, science fiction authors, and the increasing number of creators who are both at once, have a great deal of territory to explore, to continue discovering how best to use this naturally science fictional medium to express what it means to be technological, computational, and human.

  • Review: This article underwent editorial review from two editors.
  • License: CC BY-NC-ND 4.0.
  • Citation: Evans, Monica. 2020. The Needle and the Wedge: Digital Games as a Medium for Science Fiction. Vector #291, pp.15-24. Summer, 2020. 
  • Keywords: digital games, video games, science fiction, speculative fiction
  • DOI: 10.5281/zenodo.6533414

In 1962, four computer science students at MIT, looking for something interesting to display on their new PDP-1 minicomputer, turned to science fiction. According to Steve Russell, the group’s core programmer, they started with “a two-dimensional maneuvering sort of thing, and decided that naturally the obvious thing to do was spaceships” (Brand 1972). Before long, two ships – one long and thin, the other a squat triangle – could engage in an interactive, physics-based dogfight, and Spacewar!, the world’s first digital game, was born. 

Spacewar! may have been the first, but it was hardly the last. A staggering number of successful, influential, and critically-acclaimed games can be categorized as science fiction (Krzywinksa and MacCallum-Stewart 2009), from classic arcade games like Asteroids and Space Invaders to major franchises like Metroid, Halo, StarCraft, and Mass Effect; critical trailblazers like Portal, Half-Life, and Bioshock; indie darlings like Thomas Was Alone, Soma, and FTL; and recent critical and commercial favorites like Horizon Zero Dawn, Nier: Automata, and even The Legend of Zelda: Breath of the Wild. In the absence of science fiction, an equally staggering number of games can be classified as fantasy, horror, or broadly speculative – to the point that it’s uncommon, if not rare, for a digital game to be set in a non-speculative, mundane world. 

Continue reading “The Needle and the Wedge: Digital Games as a Medium for Science Fiction”