Me and Trav (from the Polykill Podcast) take a few moments to remember how great playing videogames in the 90s was. Or was it really that great?
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I hit a videogame milestone recently: I have beaten 100 games! I thought it would be fun to rank all 100 of the games in a series of videos. Here’s the next video, ranking games 91 - 95. To keep this list of games manageable, I’m allowing only games I finished (ie, I got the end credits screen). There are certainly awesome games I haven’t finished. I plan to mention one such game at the end of each video, so stayed tuned to the end. Mentioned in this video: Episode 1 of the Top 100 Videogames list Walking Simulator defense video
I hit a videogame milestone recently: I have beaten 100 games! I thought it would be fun to rank all 100 of the games in a series of videos. Here’s the first video, ranking games 96 - 100. To keep this list of games manageable, I’m allowing only games I finished (ie, I got the end credits screen). There are certainly awesome games I haven’t finished. I plan to mention one such game at the end of each video, so stayed tuned to the end. Mentioned in this video: Casino noises in videogames: https://www.youtube.com/watch?v=yWJN1CroWtQ
I love my cat. I love videogames. Yet somehow, when I play videogames with my cat she pretends to be all better than me and thinks I’m below her. Well, let’s she what she thinks when I play God of War, a game that only the best humans in the world can handle. Also, be sure to check out the podcast Spontaneanation with Paul F. Tompkins. It’s great.
To understand fanpersonism is to understand choice-supportive bias. This is the idea that once you've made a choice about something, you'll naturally look favorably upon things that support your choice and will downplay or ignore things that don't. Said another way, it's trying to avoid buyer's remorse.
Deindividuation is what causes a generally rational and non-confrontational person to become a terrible, rude, reference point for when parents and lawmakers tell us online multiplayer video games like League of Legends and Call of Duty are turning our good kids bad. This happens in two ways:
- Reduced social accountability, or the “you can’t see me” effect
- Reduced self-monitoring, or the “I can’t see me” effect
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Imagine a world without spoken language. No words. No thoughts expressed as a series of interpretable sounds. And instead, people communicated in the language of game logic. A sunset wouldn't be beautiful. Rather, it would be a numerical advantage over a lesser sun position. The pride you feel when watching your son take his first step, that’s not pride anymore. That’s just a couple of digits increased on a mobility stat. This is the world that Michael W. Clune inhabits in his memoir, Gamelife. As he says early in the book: “When I was eleven, computer games taught me how to imagine something so it lasts, so it feels real. The secret is numbers. Imagination fumbles outside reality like a child at a locked door…[numbers are] the secret to making imaginary worlds real.” (pg 29)