Tag Archives: Video Games

Reading Video Games

VIDEO GAMES AND JUNK CULTURE

Having largely ignored them for most of my existence, I finally came around to video games a few years ago and have since been exploring the canon, mostly with an emphasis on things made before the year 2000. My interest was initially academic-I’ve been writing a long manuscript on the history of TV for some time and it seemed like any manifesto on the nature of TV that didn’t acknowledge video games was going to be woefully incomplete.

The attention paid to video games is odd in comparison to other 20th century mediums-whereas everything from cinema to broadcast TV to comic books eventually found a community of people willing to discuss them intellectually, not much on that front has been done with video games. And while this is pretty common in what’s still a fairly early time for a medium considered to be disposable or low culture, this doesn’t help somebody trying to write about them. Or rather, its fun and exciting in the sense that there’s so much to cover, but that nagging insecurity is still there that any salient points I get to will just work as forgotten stepping stones toward a more developed or advanced theory.

Video games differ substantially from prior mass media forms in numerous ways. Unlike other media, you by and large are not in control of the level of engagement you need to have to get something out of it. I can put an old movie on in the background and the movie will play whether I’m paying attention or not. Presuming the mixing was done competently, the only buttons I need to hit are to turn on the TV and DVD player and then hit play.

This need for engagement stemming from the initial distribution model of quarters for play time makes the medium both more and less mentally stimulating. On the one hand, every game that can be beaten is, on some level, a puzzle game-even something like Super Mario Bros mixes large amounts of strategy with hand-eye coordination. And even a game that can be beaten without strategizing much can always be beaten better in some way. In this sense, games require more active thought than most things. On the other hand, this thought is confined to the arbitrary parameters of something designed entirely for immersion-video games as a medium have been more resistant to a “realism” movement than any other medium I can think of. Obstacles are simple and unlike in real life, one is assured they can be overcome with the right answers, answers that relate heavily to other video games but don’t interact much with the world outside video games. Like Euclidian geometry they are a set of rules that are internally consistent but untouched by nature.

Another appeal is the simulacra of unfettered movement and unimaginable power without consequence-the appeal of a dream where one is flying. The body is both immobilized and immersed-the eyes, ears and hands are all actively engaged in an activity that punishes you for letting your mind wander. Tellingly, my girlfriend who has little experience playing games always describes her frustrations with their difficulty thus: “It feels like one of those dreams where I can’t get my body parts to do what I want them to.” At the same time, this flying dream appeal is necessarily limited by the complications needed to establish an effective psychological rewards system to encourage people to keep playing. I can run as fast as I want to, but if I touch the wrong thing I die and am reborn. The world of speed running then becomes one of layered dreams; the fantasy of escaping better, of a zen merger of the inherent you-game duality.

The need for near-constant interaction also limits the extent to which games can function in a didactic role the way films and literature and even comic books frequently do. It’s far more obvious and feels far more ridiculous when a video game is telling me about saving the environment than when I’m watching a documentary that’s literally just talking at me about the same things. No one has ever made a successful “game polemic” and understandably, no one really wants one. A polemic implies a person speaking (or writing or whatnot) and a person or persons listening and the polemic’s power comes from the speakers position as not being the listener. A video game works on a collapse of that dynamic. Unlike any prior mass media form, a video game implies a breakdown of the consumer/producer dynamic, as is evident from the enormous competitive gaming and streaming scenes.

What is especially fascinating about the breakdown in this dynamic is that suddenly enormous numbers of people who would balk at say an art film making them work to get anything out of it will staunchly defend the difficulty of a video game, and people who’ve spent their time learning to read other forms of mass media in depth will frequently avoid the medium altogether for the same reasons in reverse.

Like the other major artistic mediums to come out of the 20th century going back to jazz, its early development being shielded from academic consideration may have been for the best, allowing it breathing room to go in its own direction. Thankfully, relative to other 20th century media, most of the early history has been preserved in some form, usually a form that’s pretty easily accessible, especially if you’re willing to spend a few dollars on a console and a flash cartridge (a thing that looks and acts like a video game cartridge but reads its data from an SD card instead of a flashed rom chip or optical drive). While I’m sure there are games that are lost (a few SNES Sattel, and prototype games on unlabeled cartridges from the 80s and 90s seem to pop up every few months, that’s not a bad track record compared to the 90% of silent film and probably 98% of early TV (and 99% of the early internet?) that are completely lost barring the introduction of a time machine. This spirit of preservation in the retro gaming community is one of the things that sets it apart. The fact that the vast majority of games were home releases and not broadcasts or performances helps matters greatly. Software can also be preserved in 1:1 copies and with advances in FPGA hardware emulation it seems likely that the hardware itself can live on in a similar fashion, the soul of the machine transmigrating every few years to a different system on a chip. The rapid advance of flash cartridges and FPGA based clone consoles represent one of the most important advances in cultural preservation in recent memory, given the highly ephemeral nature of computing hardware.

However, in preserving the experience, these also change the experience. Being able to pay $40 and have every Sega Genesis game at my fingertips is not the experience people who owned a Genesis when it was current would’ve had-games were very expensive, and having bought out peoples’ collections, on average the most intense fan of any given console still would only have 40-50 games at most unless they went on a buying spree when the stuff went on clearance. Games that seem to be difficult now were probably seen as having a good consumer value at the time since you didn’t want to pay $60 for a game then finish it in a day. This also added to the emotional attachment-to finish a difficult game brings that adrenaline drip of having accomplished something. You have to become familiar with each nook and cranny intimately or else you’re not allowed to move forward; in film you’re pushed forward in time regardless. It’s not that strange to attempt a video game level 15-20 times but its considered fairly strange to have seen any single film 15-20 times.

Games have a tendency to wander into what would be considered the extreme avant-garde in the film world. Making a film without content, a “pure film”, an obsession of the 60s structuralism movement, was achieved quite early in video games and with none of the attached friction. In the cinema, asking people to emotionally engage with geometric shapes devoid of context is seen as a challenge to the viewer and the norms of artistic consumption and production; in video games its just called Tetris.

And even in games that could considered to be at least somewhat closer to a traditional narrative, something like say Super Mario Bros, we’re still treated to a funhouse mirror version of the world ruled by what pleases the principles of industrial design. The introduction of consequences and a simple punishment/reward system makes it quite simple to suspend disbelief at a short plumber fighting over a girl with a deformed half-turtle half-dinosaur through a world of mushroom shaped things that either kill you on contact or make you grow to twice your size.

Like many former “low culture” media, there is a freedom that comes with a public’s inability or unwillingness to engage critically, and like prior “low culture” media, that capacity can be used for good or bad.

This makes games incredibly difficult to translate into film-the demands of each medium are diametrically opposed. The things that might make an interesting film tend to make a terrible game and vice versa.

Would I love to see a movie of Mario finally defeating Bowser and getting to be with Princess Peach only to discover getting the girl is the easy part-the true challenge is sustaining a marriage-that his true love was the pursuit and not Peach? Yes! Of course I would. There’s so much there. Mario seems like someone perpetually thrilled by conquest with no sense of the domestic beyond the pipes beneath a double decker ranch home.

Nintendo, if you’re reading this and looking to lose another $40 million dollars on a second Mario Bros movie, I would make that in a heartbeat.

But would I want to play a game based on that premise? No, I wouldn’t (though I suppose some of the more cynical among us might presume that’s the backstory to at least part of Super Smash Bros.). The video game understands that Peach is a MacGuffin.

THE ROOTS OF VIDEO GAMES

In trying to find what defines a medium in opposition to other mediums, its generally useful to go back to the maxims set out by Marshall McLuhan in Understanding Media. Particularly salient here is his assertion that “the content of the new media is always the old media”-the content of early cinema mimics the stage play and the point where cinema comes into its own is almost always defined as the point when it breaks off from those roots.

So what is the “old media” that provided the basis for the first video games? The most obvious answer would be childrens’ games and casinos. The “?” boxes in Super Mario have that randomized reward thing going on like a slot machine. The other mechanics of the game resemble tag, much like Pacman and the hundreds of clones of Pacman out there like Devil’s World. Even a game as story and narrative heavy as Metal Gear Solid takes its basic mechanics from tag and tag’s weird nephew paintball, and the narrative, while skillfully constructed and quite thoughtful by game standards, still has to act primarily as a laundry line between situations where you’re playing tag with an imaginary gun; any substance to the narrative outside the experience of game play itself is gravy.

And then of course, the first 5 or 6 years of home consoles were dominated by what are called “dedicated consoles”, i.e. consoles with the games built in and no tech included to run other software-similar to contemporary “plug-n-play” devices like the SNES of NES classic editions that came out a few years ago. These consoles invariably contained simplified simulacras of tennis, ping pong, and other popular sports like hockey or basketball. Sometimes these weren’t even separate games but the same game with different transparent overlays you’d put over your TV to make it look more like ice hockey even when the gameplay is still identical to Pong. The earliest games then were defined by a combination of what was considered athletic leisure at the time and the severe limits of what early computers could do.

In the next generation beginning in the 80s, the lightgun game becomes very popular to the point many consoles included one as a pack-in. The most famous example is Duck Hunt-you take a plastic “gun” that shoots infrared light and it detects by the light bouncing back whether you shot at the TV in the right place. One wonders how the vibe in Graceland’s basement would’ve changed had Elvis lived to buy an NES console, being that he was probably the first person to pioneer using firearms in conjunction with CRTs. Maybe we would’ve gotten a hot pink Zapper.

Duck Hunt’s simplicity makes it a good one to analyze, though most of what I’m saying here could apply equally well to other early light gun games like Hogan’s Alley or Bill Barker’s Trick Shooting. Despite the more direct antecedent to the light gun game being mechanical pre-video game arcade machines that used guns that shot light (these date back to the 1920s), the gameplay of Duck Hunt is still centered around 19th and early 20th century ideas of bourgeoisie leisure-you go out with your faithful basset hound and shoot ducks or clay targets in the woods. The others take pains to resemble carnival shooting galleries. That the light gun was so integral to the normalizing of game consoles in the home is even more interesting when considering the first prototype ever made of a TV remote had the form factor of a pistol.

What is it exactly about TV that makes one want a gun so badly? Why did the inventor of the TV remote, forced to respond to the novelty of his discovery like it was a Rorschach blot,  immediately think “pistol”? Perhaps the threatening qualities of the new technology might be mitigated in the minds of viewers by the repeated ritual of their staring down their sets at gunpoint-what could better reinforce that the TV is your subordinate? Like Joe Pesci, you point and say “dance”-it dances and doesn’t ask questions. You are authority-you bring law and order to the living room. He who has the remote becomes the sheriff of the home.

The lightgun is also the simplest of all video game controllers. The relative simplicity of even the normal NES controller required 8 input buttons-the lightgun only has one. Even the classic Atari 2600 joystick still theoretically has a whopping 5 inputs by comparison (up-down-left-right-fire). While this accessibility factor doesn’t help me too much in my theorizing, it should be acknowledged. Sometimes a cigar is a cigar, and sometimes something is just fun and accessible for reasons of mechanics that transcend cultural context. The relative failure of consoles with far more complicated controllers like the Mattel Intellivision would support this.

The Intellivision controller also highlights how important understanding McLuhan’s maxim was in the dog-eat-dog world of early gaming. For those who’ve never seen one, the Intellivision controller most closely resembles a very very early mobile phone like you’d see built into the back of a limo in an old time movie. It’s a Rembrandt-brown rectangle with a 9 digit number pad. This number pad has weird mushy membrane buttons sort of like some electronic cash registers or a debit card reader/ATM. The directional control is a circular cardboard wafer you spin around with your thumb sort of like how you’d dial a rotary phone. But the old media the new media was feeding off of wasn’t the telephone. Nintendo understood that, Mattel presumably thought making the thing look old and muted would appeal to the largely untapped market of adults because it looked so little like something a kid could give a crap about. They were mistaken, and it died a slow lingering death. Furthermore, Nintendo knew the way to the adults was through their children, not by making them feel like they were running an errand at the bank. The woodgrain finish almost made the Intellivision look too serious and dignified-it looked as if it had a full time job and no time to have fun with the user.

And while I would argue the roots in sports and leisure activities of the past was the primary “old media” games cannibalized for their vessel, the urge to include or adapt aspects of narrative commercial cinema arose as soon hardware was capable of doing so. I’m not talking about game spin-offs of films, but rather cut scenes (which at their pinnacle are usually described in the game press as “cinematic”) and point and click adventure games which would usually contain the plot of something that could’ve been a movie, wrapped in sprites with token bits of movement. While most of these were released for PCs and not consoles, they were still an enormous part of the mid-80s game market and mark a departure from earlier forms of gaming; these represent games shedding the necessity of their being defined in the negative-i.e. “it’s a game (at least in part) because I can lose.” Playing something like Snatcher for the Sega CD or Treasure of Monkey Island or the dozens of other games done in that style, you’re forced to solve a few puzzles but there’s no real threat of dying, just the threat of stalling progress within the game. You’re mostly just pushed through the plotline as if a DVD had merged with its menu. The limited motion in the images also suggests early 20th century comic strips before the universal adoption of speech balloons, Choose-Your-Adventure books marketed at young adults and their early digital counterpart: text adventures which developed contemporaneously with the Choose-Your-Own-Adventure books. Both owe much of their structure to early tabletop roleplaying games like Alan Calhamer’s 1954 game Diplomacy and of course the various revisions of Dungeons and Dragons which even resembles computer processing through its use of unusually configured dice to add a mathematical element of chance and spontaneity to the game.

 

TOYS VS FURNITURE VS APPLIANCES

The earliest TVs most resembled vanity cabinets and were meant to be integrated into the home as attractive pieces of furniture. This was due to the fact that you needed a large volume of electronics to run a fairly small screen and needed to put them somewhere, but also due to the fact they rose to prominence at the same time as US home ownership skyrocketed due to the GI Bill and the post-war boom. But as time and tech advanced toward using smaller or integrated components, and TV ownership became a given of the home as opposed to a status object, the aesthetics of TVs drifted from display piece to functional object meant to be as invisible as possible. The ideal TV of the present moment would be all screen with no chassis; the power trip of the remote control no longer registers as such and feels more like another technological hurdle before doing something in a world overrun with such hurdles. With some power comes some responsibility, and who wants that when you’re trying to watch TV?

Game consoles however, didn’t quite have a furniture phase, having emerged too far past the home ownership boom. Some manufacturers thought they were toys and marketed them as such-Nintendo famously sold people on the NES console after the great video game market crash of 1984 by selling it through the giant plastic Trojan horse of ROB the Robot which made it look like a toy more than the video game consoles everyone was pissed at after ET for the Atari 2600 came out (along with a lot of other unplayably bad 2600 games.) The US version of the console, the famous “toaster” model, was redesigned from the Japanese version to more closely resemble a VCR.

Further emphasizing their unusual hybrid nature, while every other appliance made in the period of the game industry establishing itself and its norms would strive over time for fewer and fewer buttons, culminating in the eventual complete elimination of buttons from the Apple Iphone, game consoles trended towards more and more buttons and joystick components until the most recent generation where I think most of the companies realized that people are confused and frustrated by anything with more buttons than a PS2 Dualshock controller.

Game consoles, due to their general parameters not having been defined yet through repeated practice, also serve as a fascinating study in the economy of stuff vs. space, which has been one of the defining cultural issues of our time. In less than a generation, the indication of status moved from having stuff to having space, and notions of physical size or volume of an object correlating on a scale with perceived consumer value flatlined. Being  rich “the right way” went from Charles Foster Kane’s Xanadu of boxed random stuff to Steve Jobs and his famously empty apartment, empty except for, of course, an incredibly expensive Tiffany lamp. In their time of flux, game console design went after both approaches with varied success-the NEC Turbografx 16 was so small that when a reissued “mini” version of it was released last year, they couldn’t get it much smaller than the original model. Toward the other extreme, the Atari 5200 infamously takes up more space than a full sized surround sound home theater amplifier despite containing not much more in terms of hardware than the 2600 did.

An analysis of the size of game consoles should also take into account hybrid abilities-while the first model Playstation 2 is enormous, it also played CDs and DVDs, so for non-audiophile consumers, despite its large size, the console actually saved space by sparing the person from buying a separate DVD and/or CD player. This integration of the home media center from a division of labor through things like component hi-fi systems to the current standard of “a TV with the cable box, internet and sometimes even gaming capabilities built right in” would seem to be a positive thing. Less physical volume of industrial production means less waste. But at the same time, it greatly increases hardware failure and makes it increasingly more and more complex to repair and salvage these pieces of hardware, increasing the quantity of eventual e-waste. Every Iphone X produced right now will eventually be unsalvageable e-waste because they’re designed to be completely proofed against user servicing down to putting in booby traps that will brick the phone if you make the slightest error try to do something as simple as changing the battery. This should be illegal and a massive issue, but doesn’t seem to be outside of right-to-repair circles.

Video games are also odd in that they thrive on constant format wars that would hobble most other industries. If there was an HD-DVD vs. Blu-Ray war every 5-7 years, would people still be purchasing home videos or would consumer confidence be shaken to the point they’d take a tech downgrade in favor of market stability? This is a rhetorical question of course, as that was what happened when VHS and Beta went at it. Similarly, it should be noted that the cliche that pornography determines the outcome of format wars is less true than the rephrasing game console integrated components determine the outcome of format wars. DVD rose to prominence because of its inclusion as a feature in the Playstation 2, and like many people, my first and only DVD player until I got to college was my PS2 slim. Blu-Ray probably vanquished HD-DVD because Sony sided with Blu-Ray when they designed the PS3. Sometimes these integrated components were good enough to eclipse the systems themselves. I have a PS1 that I exclusively use to play music CDs because it sounds substantially better than my other more high end CD playback devices. My only tablet computer is my Wii U gamepad.

Moving forward, it seems more and more likely the game console as a separate device meant specifically to play games will probably phase out. This however puts console manufacturers in a good place, as it gives them the opportunity to expand and seize market share from other large sectors of the home entertainment industry. The tendency towards people living in smaller and smaller spaces on less and less money makes the obviousness of the appeal unbeatable. There will still probably be a few guys like me with hanging-garden-of-babylon level cord tangling behind their media centers, but we’re a dying a breed.

 

CONCLUDING STATEMENTS (FOR NOW) :

Video games, at least older ones, are less dangerous as propaganda vehicles than the commercial cinema since they require your conscious input; the subconscious elements in a film that reify ideology and norms aren’t rendered especially legible. You aren’t supposed to forget your social impotence through abstract identification with a figure of power the way Wilhelm Reich described the psychological appeal of fascism and, inadvertently, the appeal of cookie cutter Joseph Campbell style action/adventure narratives in the commercial cinema. Their consideration is necessary for any comprehensive exploration of TV as a vehicle or medium; the way they work creates incompatibilities and bugs with existing methods of criticism for more established media formats that will need to be patched in a later update.

They’re an enormous part of the culture that isn’t going away, and the longer theorists of pop culture ignore them in favor of a narrow focus on the things that more closely resemble prose literature in their construction, the further said critics will slip into niche irrelevance. The hardware gives a palimpsest history of the most important private space of the 21st century-the living room, and present fantasy and escape in novel modes that will further illuminate just how those tendencies work.

The Products are in Their Heaven, All’s Right With the World

“Whether starting off your morning or enjoying an afternoon or late-night snack, you’ll love the rich texture provided by OmniGrain Cheerios’ distinctive blend of every single type of grain in existence, from the commonplace Australian barley to the previously undocumented Southern blue quinoa, which was recorded by the ancient Inca but was only recently rediscovered by our Cheerios harvest team when scouring the high slopes of Huayna Picchu.”

-The Onion, “New Omnigrain Cheerios Made With Every Existing Grain on Earth”

Working in more than 34,000 square feet, designers created an extraordinary space targeted at young, time-pressured consumers while keeping a consistent brand and marketing strategy. The result is a crisp and dramatic store that presents merchandise categories in easy-to-find placement with effective layout and simple wayfinding communication. A linear ribbon design motif is translated throughout the store in the architectural facade and interior graphics, and a contemporary and narrow palette of colors and materials keeps the attention on the merchandise.

“Ten of the Best Award Winning Supermarket Designs”

The main way a player earns Farm Coins, the less-important of the two in-game currencies, is through harvesting crops or visiting their neighbors. The player does this by paying coins for plowing a unit of land. This readies the land for planting seeds, which will eventually be harvested after a set amount of time. The amount of time it takes for a crop to mature, and how much money a crop yields when harvested, is dependent on the crop planted and is noted on its entry in the “market” dialog.

-Wikipedia entry, Farmville

Premium members (users who pay a monthly fee to Linden Labs) have the ability to own land on the mainland. Landowners pay no additional fees to Linden Lab if they own 512 m² or less. An owner of larger areas of land must pay an increasing additional fee (what Linden Lab calls “tier”) ranging from US$5 a month up to US$195 a month for an entire 65,536 m² of mainland or US$295 a month for an individual island. The issue of “ownership” now is questionable. Mr. Rosedale recently characterized all “ownership” as leasing time on Linden’s servers. The issue of land ownership was at dispute in the Bragg v. Linden lawsuit, which was settled out of court.

-Wikipedia entry, “Real Estate in Second Life”

Although Ghirda works in Romania, the computers and the internet connection he uses are paid for by a company in northern California. Gamersloot.net is one of a growing number of firms taking advantage of a boom in online computer games by opening ‘virtual sweatshops’, using the low pay in poor countries to provide services for wealthy western players.

-The Guardian, “They Play Games For 10 Hours-And Earn 2.80 in a ‘Virtual Sweatshop'”

I write these essays using a variety of techniques. I learned one from a friend who’s a painter.. I go into Google image search and type in just the thing I want to write about and build a visual reference file and see where the images take me. The other is an inverted form of an anxiety Charlie Brooker mentioned in an interview about Black Mirror, that he tries to come up with innovative science fiction only to find out what he wrote already happened or happens soon after. So I start by imagining a science fiction story, then work backward to figure out how it already exists. Like any piece of writing, these essays are responses to things in my head that you, the reader, never get to see except in impressionistic glimpses and their implications.

And so, with that sort of opening, you’re probably expecting me to walk you through the process of how I came to this essay with precise details, to put the science fiction story and the full set of images out and then follow them with the essay. But you’re wrong. I’m a craftsman of tantalizing disappointments, I take an idea, show you the box, take pre-orders, and then run off with your attentions. After all, I need to make some sort of profit on all this…


WHEN THE BOXES AT THE SUPERMARKET GO TO CHURCH, HOW DOES THE PASTOR DESCRIBE HEAVEN?

or

THE SODA FOUNTAIN OF BABEL

I’ve always loved walking around large supermarkets and 24 hour pharmacies in the middle of the night when almost no one is there. They’re museums, but the dead things on display are fresher. They repeatedly remind you of this.

The supermarket near my house has a cafeteria with a soda machine that can mix numerous flavorings, soda syrups, into an ungodly number of combinations controlled through a touch screen menu. Numerous restaurant chains like Chipotle love to remind the public that their assembly line of ingredients can be recombined into several tens of thousands of different results. Multiple computer algorithms have been compiled attempting to mimic (actualize?) Borges’ “Library of Babel”. A video game called No Man’s Sky is near release. In the game, you’re an astronaut exploring 18 quintillion computer generated “planets”, each with their own distinct “landscapes” and “plants”. It took 13 people to make this.

I look at Wayne Thiebaud’s paintings of food products this morning. They have a harmony, a perfect bliss about them.  They’re pure in a way that neither man nor cake could ever be except in their metaphysical dreams.

And, of course, you can’t actually eat them.

The supermarket is the consolidated accumulation form of the just plain “market”. But the supermarket has shifted to the even more expansive and consolidated hypermarket. The shopping mall is dying; it relied on an anchor store and could collapse easily if a couple stores left. But the hypermarket is consuming the shopping mall’s remains in order to acquire its strength. The hypermarket can have a food court that never has vacancies.

It’s possible to imagine the collapse of the hypermarket into a new form. Let’s call it the omnimarket. It exists in no single location. It has soda fountains that can fabricate (realize?) flavors in actually infinite combinations constrained only by the user’s sentimental attachments to the soda-normative. Dead products could be resurrected from their remembered DNA and crossed with each other. A Jurassic Park of OK Soda and Butterfinger BB’s.

Our window shopping of childhood, our nostalgia as it stands, already is largely the province of products we remember consuming when we were so much moreso the age we were. Consuming man could crawl back into the womb forever.

Well, presuming he had the money.


WHY IS SECOND-LIFE PROPERTY STILL CALLED REAL ESTATE?

The power relations described by Marx, were, like his money form, a social fiction reified, not a thing with a nature. But we ascribe a nature to it anyhow. We call mountains “natural borders”, we ascribe essence to them when a large part of US industry has been their destruction and the creation of holes that have colorful layers not unlike Mr. Thiebaud’s cakes.

Fictitious scarcity, like fictitious capital, seems to reproduce the current hierarchical relations of power as well as their RL ancestors. Second Life can charge “land rent”. World of Warcraft items are “produced” in actual sweatshops. EVE online players created a “bank” and members of the “bank” ran off with a massive sum of the EVE “money”. This “money” can be converted fairly easily into USD, but he chose instead to use it to build a massive ship and destroyed his enemies’ assets, purportedly worth $16,500 (USD). EVE’s parent company now hires several full time economists to prevent crashes. An MMORPG has its own keynesian brain trust.

I though to myself a couple weeks ago, “most arguments over mass entertainments amount to verbal strong-arming over which womb everyone should crawl back into.” I then thought, “why would anyone want roommates in a womb?”

I found my answer. It was obvious. It’s the same reason people want actual roommates. To split the rent.


Guest post by Daniel Levine. Check out his first book here. He also just released a comedy album which you can hear selections from for free here.