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  • A Slow Gaming Manifesto

    - Artur Ganszyniec
  • Two years ago I wrote a piece in praise of slow games which included a bold manifesto -my vision of what Slow Games are and how they should be produced. I must have struck a chord because the manifesto resonated with many people and started a number of interesting conversations.

    Since then many things have happened. The pandemic hit. I took my part in producing two games, one very slowthe other not so much. I've spent over a year and a half in isolation in my attic (praised be remote work). I've played a number of great, slow games. I've learned that running a studio is hard and I'm not really a fan. I've gone on a sabbatical and have more time to think.

    When I looked back at my original manifesto, I realized that proposing a framework for the industry was not the best approach. Frankly, I have no idea what is good for the industry and it's not my place to guess.

    I do know, however, what is good for me as a creator.

    Back To The Roots

    The Slow Movement started in Italy in the 1980s, with the first Slow Food restaurant. The food it served was sustainable, local, organic, and wholesome.

    It's pretty self-explanatory when it comes to cooking - everyone knows, what organic food is. But is an organic game even a thing?


    I believe that there are more than enough games about bleak anti-utopias. Yes, we know that people can be cruel and selfish, and the world generally sucks.

    I want wholesome games.

    Games that give me hope, inspiration, and present not the problems but solutions. Games that help me to connect better with my humanity.


    I believe that truth is important and it cannot be engineered but organically grows from the whole of our experiences.

    I want games that come to life to answer not the average market trends but the basic need to create.

    Games that were made by humans, not human resources.


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