Being able to point to a specific year or hardware generation as the moment that the world was flooded with more videogames than someone could play in their lifetime matters less than the fact that is has happened. This embarrassment of riches is a cultural shift, throwing everyone into a library to rival Borges. What videogames one played used to be left to random draw, accessed by rental stores and holiday gifts. Now, each individual has near-perfect control in deciding what videogames will shape their understanding of the medium—the problem is one of filtering, a glut of noise that must be parsed to find worthwhile experiences that has infected most of our cultural forms. For videogames, with their ascendant cultural capital and large required time investment, figuring out what to play is crucial. That is why videogames need a canon for players, a common and easily accessible point of entry that gives basic literacy upon which to build. Being “widely read” is no longer a reasonable option.
Read MoreSo while I have never played Second Life, the chance to read scholarly work that takes the subject of virtual worlds seriously was too good to pass up. And Second Life does bring me back to my law school days of trying–and failing–to get any of my cybersecurity professors to engage with the wild things happening in virtual worlds. If I had 2006 back again, I would do more than just bring printed-out Something Awful forums about flying phalluses to office hours and play at issue-spotting with people who couldn’t possibly care less.
Read MoreI AM ERROR elucidates the functional, physical aspects of the Famicom and applies that knowledge onto the end product; it is why Mario looks the way he looks, or moves the way he moves; why the bushes and clouds in Super Mario Bros. are made from the same tiles.
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