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224 pages, Paperback
First published September 15, 2015
It’s not always easy to know when you’re ready for a new game. It’s like changing a habit. Let me explain. Most of what computer games do they do through habit. Computer games know that something that happens only once doesn’t mean much to humans. Once-in-a-lifetime events tend to bounce off us. We’re pretty hardened against rare occurrences. Blame evolution. If we changed our whole setup in response to every single new stimulus that came along, we’re never have gotten out of the swamps. Something that happens ten times, a hundred times, a thousand times. That kind of thing gets through to us. That kind of thing matters. Something that happens ten-thousand times? It penetrates our innermost layer. It becomes part of us.Do you see yourself there, reflection patina-warped but real? Does it mean anything to you, does WAD [space] strike your very core?
And that’s how computer games work. Everything that happens in a computer game happens ten thousand times. Because computer games mimic habit, they get through to us. They teach us about the big things in a way nothing else can. They teach us about death, about character, about fate, about action and identity. They turn insights into habits. The habits bore through our defenses. Computer games reach us.
And conversely. If an insight can’t be made into a computer game, it can’t reach us. It’s not for us. It’s not real. It’s not true. A lot of smart people have spent the past quarter century trying to turn any and every idea into a computer game. So there’s a good chance that all possible true ideas are already contained in the history of computer games. That the history of computer games is also a philosophical encyclopedia containing every important truth available to our species.
That’s my opinion, anyway. You think I wrote a book about computer games for fun? If I want fun, I’ll play a computer game.
But the same thing that makes WAD [space] such an effective pirate ship for exploring the seas of truth also makes it hard to know when you need a new computer game. I mean, the game has gotten into you. It’s just what you do. You don’t think about whether or not you want to do it. You do it. So it can be hard to know when a game has worn itself out in you.
Sometimes, of course, you’ll just get bored. The habit will no longer put you in touch with life-giving fun, with soul-sustaining truth. It’ll run dry. It’ll start to feel like Nintendo. Like unpaid work. When that happens, it’s obvious. Time for a new game.
Sometimes, though, it’s not so obvious. Sometimes you have to listen deep down into yourself. Listen. You’re not bored. The game is still fun. It’s still pretty fun. But if you listen deep down into yourself, down into the depths where WAD [space] is busy rearranging your senses...Wait. There’s something wrong.
What is it? It’s hard to put your finger on. Okay. Play like a doctor. Something feels wrong. What does it feel like, exactly?
I know what it feels like for me. But maybe it feels different for other players. I’ve done a little research.
Q. What makes you decide to stop playing a certain game?
A. I don’t know. I just get bored.
Q. But do you ever decide to stop playing a game when you’re not bored with it?
A. Sometimes, I guess. Sure. Sometimes.
Q. What makes you decide to stop?
A. I don’t know. I just get, I don’t know. I get tired of it?
Q. Tired of it. But not bored?
A. I guess.
Q. What does that feel like?
A. I don’t know! Jesus, Mike. It’s just a game, okay?
When it comes to probing questions about their intimate life as computer-game players, most people don’t have much to say. They’ve never thought about it. Or they’ve repressed it. Or they’ve forgotten. Or they’re embarrassed. Society has convinced them that computer games are a trivial pastime and there’s no reason to think about them. So when I talk about the feeling that let’s me know I’ve played a game too long, I can only speak for myself. Here goes.
"That night I imagined myself lying on my bed. Then I took away my hands. Okay, I thought, now I can't feel the bedsheet. But I'm still a person. Then I took away my mouth. I can't talk now, I'm still a person. Then I imagined my ears closing in on themselves like flowers at night. No sounds, but I'm still a person. I took away my eyes. Now I couldn't see myself lying there. I couldn't feel myself in the bed. I couldn't hear anything. I'm a person, I thought. I am a person who can die one trillion times."
A lot of smart people have spent the past quarter century trying to turn any and every idea into a computer game. So there’s a good chance that all possible true ideas are already contained in the history of computer games. That the history of computer games is also a philosophical encyclopedia containing every important truth available to our species.
That’s my opinion, anyway. You think I wrote a book about computer games for fun? If I want fun, I’ll play a computer game.
“These were things that my parents’ generation never learned at all. Yet I experienced the primary feelings of an immortal before I experienced sexual feelings. It frightened my mother to death.”