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.

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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.

Music seems to send us out on a quest for new experiences

Wonderland by Steven Johnson

One premise unites both sides in this debate: that music “presses our pleasure buttons,” as Pinker describes it. Yet there is something too simple in describing our appetite for music in this way. Sugar and opiates, to give just two examples, press pleasure buttons in the brain in a relatively straightforward fashion. Given a taste of one, we instinctively return for more of the same, like those legendary lab rats endlessly pressing the lever for more stimulants. And we put our ingenuity to work concocting ever-more-efficient delivery mechanisms for these forms of pleasure: we refine opium into heroin; we start selling soda in Big Gulp containers. But music—like the patterns and colors unleashed by the fashion revolution—appears to resonate with our pleasure centers at more of an oblique angle. The pleasure in hearing those captivating sounds doesn’t just establish a demand for more of the same. Instead, music seems to send us out on a quest for new experiences: more of the same, but different.

Modern life itself could make you sick

Wonderland by Steven Johnson

Visible in these perplexed diagnoses is a new way of thinking about the psyche. Diseases of the mind did not have to be rooted in some biological deformity, as the phrenologists had contended; nor was it attributable to some abstract “lesion of the will”; nor was it tied to basic biological realities like menstruation or masturbation. Instead, the root cause of the disorder was to be found somewhere else: in the lived history of social and economic change. Modern life itself could make you sick.