The loss of the finite
This is a copy of the Searls of Wisdom newsletter delivered to subscribers on April 9, 2025.
Hey everyone, remember March? It was 10 days ago now. And so far April is making me long for the good ol' days of two weeks ago, despite March itself having been one of the more turbulent months in recent memory.
I'm going to take a breath and try to recount some March stuff:
- I made my and Aaron's TLDR gem an actually viable (dare I say, nice) testing framework for Ruby, declaring it 1.0 in the process (if you're not a programmer, did you know you can declare any software "1.0" for any reason or no reason at all? As with everything, nothing means anything.)
- I launched a new podcast called Merge Commits and dropped 36 episodes all at once, in response to a survey where respondents agreed I wasn't producing nearly enough content
- I committed myself to launching POSSE Party by the end of the year, then proceeded to spend the whole month doing anything other than work on it
- I figured out how to let my computer drive itself, but it was really bad at it, so I stopped
- I couldn't shut up about how much I was enjoying the game Avowed, and discussed it at length on my real podcast
- We got to see Tina Fey & Amy Poehler live and up close with our old friend Nicole and her husband (and our new friend) Nathan and that was a lot of fun. Nicole and Nathan combine to form a spiffy creative studio, who you should hire to create you things
Oh yeah, I also wasted several cumulative hours of my life staring mindlessly as OpenAI's new 4o image generation slowly poured vaseline all over my face and hair:

Of all these things, what inspired me to write to you today was, oddly enough, the videogame. See, what sets Avowed apart is the remarkable restraint Obsidian Entertainment showed by embracing an intentionally finite design. Avowed exists in an open world, but it is not an "open-world game", certainly not of the sort typified by the game it was destined/doomed to be compared to: Skyrim. (Itself produced by Obsidian's spiritual second cousin, Bethesda Game Studios.) Where Skyrim encourages you to explore its continent however you like, Avowed leads you along a particular path. In Skyrim, leveling up causes your enemies scale up in strength along with you, whereas Avowed's enemies are static—they'll smoke you if you're not ready for them, but you'll obliterate all who stand against you if you take the time to grind some XP first. And while countless gamers have played literal thousands of hours of Skyrim over thirteen years, you would have to carefully sip everything Avowed offers to reach even one hundred hours. When you reach the end of Avowed, that's it. Game over.
In 2011, a horizon-broadening game like Skyrim was what we needed. In 2025, a straightforward and focused game like Avowed is what the moment calls for.
Just one question: Why?