On simple and complex games

The more rules, the more com­plex the game. And the fewer people will want to play it. Want laws not to be obeyed? Make them com­plex and incomprehensible.

People don’t like com­pli­cated things. Google Wave turned out to be too complicated. Twitter is simple and growing.

People have no time to figure out com­pli­cated things. Technology has already made our world so infor­ma­tion­ally volu­mi­nous (it was really hard to find the words here) that we no longer need all this information. There’s a new task: “get­ting infor­ma­tion” is giving way to “fil­ter­ing infor­ma­tion”. That’s a big difference. Information is no longer valuable.

Classifications are now useless. Imagine a modern clas­si­fi­ca­tion of occu­pa­tions! Eh? Paper ency­clo­pe­dias are useless.

There’s no point even trying to print modern encyclopedias. You won’t make it in time: you’ll have to cor­rect them!

Soon it will be impos­si­ble to write man­u­als: you won’t be able to describe every pos­si­ble sit­u­a­tion and object. We need prin­ci­ples instead of manuals. We need “visions” (a dis­gust­ing word, isn’t it?) instead of rules. This only looks like sim­pli­fi­ca­tion; in fact it reflects grow­ing complexity.

People want, and will want more and more, greater simplicity. People will demand sim­plic­ity and speed. That’s about inter­faces and web services. And to the same degree it’s about social institutions. Draw the parallel. Laws and the state. Society. Business.