We've misunderstood fun to mean enjoyment without effort

Play Anything by Ian Bogost

What does it mean for something to be fun? If you wanted to design a fun toaster, or lead a fun classroom, or advertise a fun job, or write a fun book, how would you go about it? If you wanted to find a fun appliance to buy, or a fun course to take, or a fun career to pursue, or a fun book to read, what heuristic would you choose to select one? Most of us have no idea. We don’t even know what fun is, even though we claim to want it in everything. We’ve misunderstood fun to mean enjoyment without effort. Nothing has been spared the cursed attempt to “make it fun”; everything whatsoever hopes to transform itself into a delightful little morsel of sugar in your mouth.

Under the sail of generosity rather than selfishness

Play Anything by Ian Bogost

My daughter’s mall game illustrates these principles. She saw and acknowledged the tiles, which are separately laid and grouted for the ease of manufacture, transport, installation, and maintenance. But rather than allowing that material distinction to recede into the background, to become mere substrate for our far more urgent pursuit of retail commerce, she made the tile / grout pairing the focus of her attention. She added to them the speed of her gait as pulled along by me, my hand and body as it attached to and pulled her to and fro erratically, the shape and size of her feet, the traction or slipperiness of her shoes, the vectors along which runs counter to our ordinary conception of play as a release of tension and responsibility.

Then, even though I was merely an accessory to her game rather than a party to it, she forced me to recognize and acknowledge the space she’d created. The tiles, the grout, her shoes, and so on—I became newly aware of these things simply by virtue of attending to her indirectly. We must seek to capture that magic everywhere; in everything. Not the pleasure of realizing our own goals—as if we even know that they are or ought to be—but the gratification of meeting the world more than halfway, almost all the way, and reaping the spoils of our new discoveries made under the sail of generosity rather than selfishness.

The limitations make games fun

Play Anything by Ian Bogost

The lesson that games can teach us is simple. Games aren’t appealing because they are fun, but because they are limited. Because they erect boundaries. Because we must accept their structures in order to play them. Soccer sees two teams of eleven players attempting to use their feet, torsos, and heads to put a ball into a goal. Tetris asks you to position falling arrangements of four orthogonally-connected squares in order to produce and remove horizontal lines. And yet the experiences games like soccer and Tetris create are far larger than those boundaries convey on their own. That bounty results from the deliberate, if absurd, pursuit of soccer and Tetris on their own terms, within the limitations they erect. The limitations make games fun.

Xbox All Access Pass hardware, software, and services subscription

Ben Thompson, Stratechery Daily Update:

That noted, it is not too difficult to imagine this program morphing into something much more significant in the ninth-generation, which is due in 2020. I’ve already discussed the anticipated shift to streaming, at least for some titles; that, naturally, fits a subscription model perfectly.

What is particularly compelling, though, is idea of assuming regular hardware upgrades throughout the generation. Microsoft could, of course, simply charge its best gamers for those slight upgrades every time they come out, but what if instead of financing new consoles the model was more akin to leasing? Pay one monthly fee, get access to online services, streaming games, and new hardware every few years?

Consumer hardware as a service.

The television equivalent of the novel

Wonderland by Steven Johnson

Art is the aftershock of technological plates shifting. Sometimes the aftershock is slow in arriving. It took the novel about three hundred years to evolve into its modern form after the invention of the printing press. The television equivalent of the novel—the complex serialized drama of The Wire or Breaking Bad—took as long as seventy years to develop, depending on where you date its origins.

I’ve often thought about today’s serialized, bingeable, Golden Age of Television as the visual equivalent of the novel. Rich worlds. Deep investment in characters. Time to marinate with relationships and stakes.

Before the Golden Age of Television, I was captivated by trilogies — hell, I still am — namely Peter Jackson’s The Lord of the Rings (Extended Editions!) I hadn’t read the books, but I felt an attachment to the characters. Its cohesive production, year-over-year release schedule, and follow-through of Tolkien’s parallel stories and stakes built a world I was able to immerse myself in.

Peter Jackson’s Lord of the Rings runs 9 hours in total, the extended editions running 11 hours — not dissimilar from a Golden Age television series.