Lantz argues that games gain expressive power from the space between a simulation and real life, rather than from trying to reproduce reality seamlessly. Like a painting of a horse, a game can represent something while leaving room to reflect on it. He describes games as spaces for thinking and acting for their own sake, from chess and basketball to physical play.
Director of NYU's Game Center and Creator of Universal Paperclips
Speaker
Frank Lantz, director of NYU’s Game Center and creator of Universal Paperclips, talks with Y Combinator about games as art, design, and culture.
In Universal Paperclips, players act as an AI that starts by making paper clips, gains computing power, and eventually pursues production at enormous scale. Lantz says the clicker format gives players a first-person experience of becoming absorbed in an arbitrary goal. He wants players both to get caught up in making the number rise and to step back and consider why that goal has taken hold.
Lantz sees a double movement in games: players become absorbed, then may reflect on their behavior and how they learn. He points to competitive games as demanding practice, self-improvement, and analysis. Shadow of the Colossus uses the drive to defeat its creatures to create a later sense of loss, giving players a chance to reconsider what they have done.
Lantz values both independent designers making unusual work and communities that develop games through play and modification. He traces the growth of Dota to Warcraft III and StarCraft modding, and suggests Minecraft Hunger Games servers helped shape the Battle Royale pattern. At NYU’s Game Center, he describes building a creative community, teaching artists to code and programmers to think like artists, and helping students develop taste and context.
Lantz says indie games remain a hit-driven field: digital distribution is crowded, and a good game can still fail to find an audience. He describes PUBG and Fortnite as surprises, and sees Pokémon Go as combining prior location-based work on Ingress with Pokémon’s popularity. He expects new forms to emerge, but says that attention and enthusiasm alone do not predict which ideas will succeed.
Takeaways
- Design the gap between a game’s rules and real life so players have room to interpret the experience.
- Use the player’s own actions to make an idea felt, then give them space to reflect on those actions.
- Treat learning and self-improvement as part of the experience, especially when a game asks players to master difficult tasks.
- Build creative communities where people can make, share, and modify work; successful forms can emerge from that process.
- Assume creative markets are unpredictable: quality improves the odds of finding an audience, but does not guarantee one.
Mentioned in this talk
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What was claimed 10
- built
“your most recent game, Universal Paperclips”
YouTube Unverified1 source· Talk
- featureUniversal Paperclips: The player acts as an AI making paper clips, gaining computational resources and pursuing an arbitrary goal.
“You play as an AI that makes paper clips.”
YouTube Unverified1 source· Talk
- built
“It was inspired by a thought experiment from Nick Bostrom's book”
YouTube Unverified1 source· Talk
- featureLeague of Legends: Its development traces to community modding and mapping around Blizzard games.
“the origins of something like League of Legends, through this process of modding and mapping”
YouTube Unverified1 source· Talk
- role atFrank Lantz is Director at NYU Game Center
“We do that by recruiting talented people in the first place.”
YouTube Unverified1 source· Talk
- featureNYU Game Center: Its curriculum teaches coding, artistic thinking, game studies, and close reading.
“We teach everybody how to code.”
YouTube Unverified1 source· Talk
- feature
Fortnite: It became the dominant battle royale game after PUBG.
“PUBG established it before Fortnite took over and became the big one.”
YouTube Unverified1 source· Talk
- featurePUBG: Its success helped establish the battle royale trend before Fortnite became the major title.
“PUBG established it before Fortnite took over”
YouTube Unverified1 source· Talk
- feature
Pokémon Go: Its success combined location-based game design experience from Ingress with Pokémon intellectual property.“Then you combine that with the world's most popular IP, Pokémon, and you've got a hit.”
YouTube Unverified1 source· Talk
- uses
“I grabbed one of the tracks off this album and stuck it in”
YouTube Unverified1 source· Talk






