Nothing on this earth scares me more than the past that we have forgotten. Accepting that past is like a particularly sneaky part of accepting mortality.
It becomes unnerving to see how many times I have reworked the same aphorism, simply due to forgetting I wrote the last version. I should be happy that they often have a development.
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You can play a game as a past-time, like I would dabble in chess, or enjoy a board game. But then there’s playing a competitive game in such a way that it starts to shape your mind, quieten other pathways, reinforce and enlarge or complicate the shape that develops and queries the game-problems. You lose the spark associated with other parts of your life, you dream about the game. You shrink. To play a game well, it almost demands this total dedication in a race to the bottom amongst those who play it. It drains that elusive, bare kind of joyful ‘fun’ out of the game, leaving yourself with just angry bemusal when you fail – how can I put so much into something only to fail? You play to say ‘yes, yes, I behaved adequately there.’ Not to say, I had a great time. Or the great time becomes that crunchy moment when your team manages to overcome the adequate challenge. No wonder people fall into toxicity where hate drives their performance. There are entire ethics around competition in the Olympics, and a culture of admiration of the athlete. Videogames lack this, and the moments of humour are all that serve to outweigh the hate speech that infuses all the higher ranks of performance.
Game design tries to encourage this intense engagement, as determined by the capitalist drive to squeeze the player base and keep them playing. But there are signs of a better ethic somewhere. The anonymous player is harder to tame than the cultural agent engaged in a sport or IRL game. But with online community and ‘community engagement’ there is hope for a better world to come.
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