Taking Games Seriously

Abstract

Problem: Can games be taken too seriously — either by players who obsess over lore, or by society dismissing game development as frivolous?

Approach: Tim Cain answers a viewer question by examining both extremes: players who gatekeep and belittle others over game knowledge, and people who dismiss game-making as a waste of talent.

Findings: Both extremes are harmful. Deep-diving into games is wonderful and even encouraged by developers, but using that knowledge to exclude others crosses a line. Conversely, dismissing games as unworthy compared to "more valuable" pursuits reflects a flawed utilitarian philosophy that ignores human needs for art and creative expression.

Key insight: Enjoy games however you want — deep-dive or casual — but don't use your preferences to belittle others, and don't let anyone tell you that making or playing games is a waste of life.

Source: https://www.youtube.com/watch?v=mVHopxLcPwI

Deep-Diving Is Encouraged by Design

Tim loves when players deep-dive into lore, settings, and mechanics. He and his teams deliberately designed for it. He recalls a moment with Leonard Boyarsky (likely during Fallout or Arcanum development) where he asked, "Are people going to get this?" about something subtle buried in the game. Leonard replied: "The right people will get it."

They intentionally placed deep lore in optional locations — cinematics, books, computer terminals — so players who wanted to explore could do so without forcing everyone through lore dumps in dialogue. Tim specifically hates mandatory lore dumps where players tap through pages of exposition.

He's deeply grateful to fans who create wikis, noting that within months of a game shipping, community wikis typically become more detailed and more used than any internal documentation the dev team created.

When "Serious" Becomes Toxic

Tim's only problem with taking games seriously is when it turns nasty — when people belittle others for not knowing the lore or for playing casually. Gatekeeping with "you're not a real gamer" or "you're not hardcore" is harmful and pointless.

His rule is simple: enjoy things the way you want to enjoy them. Someone else enjoying a game differently doesn't harm you. And if someone dislikes something you love, that's fine too — just move on. He's a strong advocate of "vote with your money" — buy what you like, skip what you don't, and let market forces sort it out.

The Flip Side: Dismissing Games as Frivolous

Tim experienced the opposite extreme personally. When he left his PhD program in computer science to make games, reactions were split. His mom was supportive ("Yeah, I can see that — that's you"), but others — friends, family, fellow students, even his PhD thesis adviser — told him he was wasting his life and their time.

People have also told him he should be doing something "more valuable for society" — curing disease, feeding the hungry — instead of "making a computer go beep boop." Tim addresses this directly.

The Utilitarian Trap

Tim frames this as the classic "why go to the moon when we haven't cured the common cold" argument and identifies it as extreme utilitarian philosophy. He references Michael Schur's book How to Be Perfect (Schur created The Good Place) to illustrate the problem: taken to its logical extreme, utilitarianism would demand that every dollar not spent on food and shelter go to charity, and every free minute be spent helping others.

This philosophy ignores human needs — not just desires, but genuine needs for creative fulfillment. Denying those needs leads to burnout, midlife crises, or worse.

Tim's Personal Fulfillment

Tim had games inside him that he needed to make, just as previous generations had movies or novels they needed to create. He feels he accomplished that, and he believes he left both the world and the game development industry a little better than he found them. Seeing modern games cite Fallout as an inspiration validates that belief.

The Balance

Both extremes are wrong: obsessive gatekeeping over game knowledge and dismissive attitudes toward game development as a career. The healthy middle ground is gratitude — for the people making games and for the ability to enjoy them however you choose. Deep-dive if you want, play casually if you prefer, but at a certain point, as Tim says: "They're games. Move on."

References