Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Friday, March 25, 2016

Why People Play Games and Take Drugs

Did our ancestors ten thousand years ago, or even a few hundred years ago, feel like nothing they did mattered? Probably not. But their power was similar to ours: they had zero global influence, but they could make a difference in the lives of the people around them.

I think we feel powerless because global high-tech culture turns our attention away from our immediate social circle and out toward the entire world, over which it's not realistic for an ordinary person to have power.

Our immediate social circle doesn't satisfy us because half of it is on the internet, where the connections are thin streams of information and not full-spectrum engagement; and the other half is at our jobs (in Brendan's case, school), which are hierarchical and micromanaged. Paleolithic foragers and even medieval peasants had more autonomy in their hour-to-hour actions than most of us do at work.

Even if these problems were fixed, many people have been damaged by a culture where our time is so heavily structured that we never learned how to have fun. We all have an aliveness deep inside us, and the better a society is, the better it can work with this aliveness instead of crushing it. In this sense our society is incompetent, which is why so many people are in prison for being alive in the wrong way, or depressed for not being alive at all. The challenge for all of us is to learn to find and channel that aliveness in a way that makes the world better and doesn't get us in trouble.

21st century technology throws up new obstacles to this goal, but it also gives us new tools. Our pre-industrial language does not help us tell the difference between obstacles and tools, because they're all lumped together in old categories of "entertainment" or "games" or "drugs". There's a famous line on The Simpsons where Homer explains to Lisa that there's a difference between "drugs" and "druuuuuuugs" -- the former is within the authority structure and the latter is outside it. 

But the latest evidence shows that some "druuuuuugs" -- psilocybin, ketamine, ibogaine, cannabis -- when used carefully -- are more beneficial and less harmful than "drugs" that try to do the same thing.

Of course some drugs can be used either way, to expand consciousness or contract it, to learn how to get better at life or to avoid learning. Cannabis is probably the best example of this. But I don't buy the distinction between "recreational" and "therapeutic", because something that shows you how to live better is probably going to feel good.

Will anyone stand up and say that books are bad? "Instead of retreating into an artificial world, you should be engaging with your family." But I know people who grew up in stifling fundamentalist families and books were their only window on a world that was richer and more alive in almost every way. Despite the potential to misuse books, we all agree now that books are generally good and should be given the benefit of the doubt. 

Theater, film, and recorded music are newer, so some conservatives still think they're the devil's work, but most of us now see them the way we see books, as tools for mental and emotional expansion.

Interactive multimedia are much newer, so most people still think of them as time-wasters, and we still lump them together under the old word "game." I think the main difference between interactive artificial worlds and books is that the stakes are higher. Now you can really get absorbed in a world that goes nowhere, but you can also get a mental workout with a perfectly adjustable difficulty level, or a really immersive experience of how much better the world could be.

I used to come home from work and play computer games for the same reason that I came home from school as a teenager and played D&D. It wasn't just that the world was better (in some games it wasn't), it was to have an experience that I could never have at school or work: for my moment-to-moment actions to feel meaningful and rewarding. This is important so I'll say it again: Without games I would not even know what it feels like for my moment-to-moment actions to feel meaningful and rewarding.

That's how dismal this world is, and ideally we will go into artificial worlds just long enough to come out motivated to make human society work the same way, starting with our immediate environment and working up. This is really hard and it will probably take hundreds of years, but it might not be possible at all without worlds of imagination to show us what's possible.

Wednesday, March 20, 2013

Why Electronic Arts Sucks

EA represents a lot of what is so wrong with the industry these days. The problem is that their focus is more on getting instant gratification for their stockholders. Games are no longer about fun, they are about min-maxing. What's the least amount of effort we can put into a game, and still come out on top in terms of dollar signs? See, from EA's point of view, it doesn't matter if people enjoy your game or hate your game. As long as in the end they make a profit, they are perfectly content.

The worst thing about this is that they will never change. No matter how much controversy SimCity or the next disaster stirs up, EA will only be putting in the minimum amount of effort that it takes to bring their numbers back up. The only real hope anyone has is to start backing real game developers, people who actually enjoy games.

I'm tired of seeing F2P, microtransactions, and other forms of money-grabbing gimmicks. I don't care about how it can benefit certain types of games, how it's destroying games, or how developers design the game to push players to put money into a game touted as "free." I really don't. What I do care about is the fact that nobody seems to care anymore that games have gone from, "How enjoyable is this game" to "How much money can I squeeze out of this?"

Games used to be about having fun. The fun of development, to do something nobody else has done before, of creating the mechanics around it to make it playable. The absolute elation of seeing a growing fanbase of people enjoying your hard work.

Sure there are a few games out there that are plenty popular without necessitating crudely thought up systems to coerce a few extra dollars from you, but as a gamer, can you really say that you like the direction that the industry is headed? I've seen a lot of games that I played growing up ruined by people who simply don't understand what games are, and why you can't just inject money into the formula without consequence.

Personally, I'm done. After the abysmal embarrassment that was Command and Conquer 4 and seeing what they're doing to Generals 2 (sorry, I mean "Command and Conquer"), I'm honestly done. I'm not buying any more EA games. I've realized that game hype is another spawn of the PR machine that works to mask the crap that EA represents, and not playing the next Super-Fantastic-Mega-Ultimate-Shooter-Strategy-Alien-Cowboy-Nukes 6 isn't going to kill me.

I'm not encouraging anyone to go for a refund and never buy another game from EA again, but I am encouraging free thought. I encourage people to get back to the roots of gaming, and to stop defending those who would turn one of our last escapes into a no-fun zone. Games should be about creating something for people to enjoy. It is my firm belief that if a game is made with honest effort and in good faith, success will flow.

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