Xbox One and the endless, hopeless dream of convergence

from my Difficulty Switch column in Edge Magazine

The history of videogames is also the history of televisions. Not the shows, the stars, or the ready meals, but the equipment – the box in your living room. This connection is the most intimate yet unexamined one in our medium. The ‘video’ in ‘videogames’ isn’t just an affectation or a distinction: it refers to video technology, the recording and… read more

The Future of Luxury: Avoiding People

Services like Silvercar, Uber, and pay-to-play airline VIP programs help keep the new aristocracy away from the rabble

When I power on my phone upon landing at LAX, a text message is already waiting for me: “Hi Ian, Silvercar here! We have your res at 1:00pm today. Let’s roll!” Silvercar rents a fleet of silver Audi A4s at airports in Austin, Dallas, Los Angeles, and San Francisco. A slogan speaks plainly on the company’s behalf: “car rental that doesn’t… read more

Kinect 2 brings the era of physical interfaces for active play to a definitive end

from my Difficulty Switch column in Edge Magazine

Morning television is the freight train of fitness trends. These breakfast shows introduce families to lightweight takes on current events and fashions. The first morning show aired in 1952, and its audience was primarily stay-at-home mothers. While much has changed, US morning shows such as Today and Sunrise still sell traditionalism, including the latest health trends or fitness gizmos, topics… read more

Snowpocalypse in Atlanta and The Walking Dead

How media prepares us for havoc, even catastrophe

Maura Neill was stranded for eight hours in the gridlocked, apocalyptic aftermath of a modest snowstorm that crippled Atlanta this week. “It was like a scene from The Walking Dead,” she told USA Today, a reference to the comic-book-made-television-show-made-video-game set in northern Georgia, in which a zombie apocalypse overtakes, as far as we know, the world. The sentiment was repeated… read more

Hyperemployment

or the Exhausting Work of the Technology User

In 1930, the economist John Maynard Keynes famously argued that by the time a century had passed, developed societies would be able to replace work with leisure thanks to widespread wealth and surplus. “We shall do more things for ourselves than is usual with the rich to-day,” he wrote, “only too glad to have small duties and tasks and routines.” Eighty years… read more

Perpetual Adolescence

Gone Home: a videogame about releasing secrets

Originally published at the Los Angeles Review of Books Gone Home is a videogame about releasing secrets, the kind of secrets that you should have known all along. It is set in Oregon circa 1995, and it tells the story of an ordinary family. As the game starts, you find yourself on the porch of an old house. You are… read more

YMMV

Sympathy without sympathy

originally published at Medium “YMMV” (Your Mileage May Vary) is among the most mistakenly noble gestures of modern online life. It seems generous on first blush. In online forum talk in particular, YMMV is used to flag one’s opinion, and purportedly to recognize that others might have a different one. I found this diet really helpful, but YMMV. A kind… read more

PlayStation 4: A Videogame Console

Today, the most novel feature of new technology is ordinariness.

The logo for the Dutch videogame studio Guerrilla Games is an object lesson in mixed metaphor: an orange “G” contorted into the chevron shape of a military rank insignia. Guerrilla insurgencies are often organized and sometimes even state-based, but they are hardly represented by the formal emblem of command and control military structure. Guerrilla warfare is irregular, asymmetrical, and lithe.… read more

Proteus: A Trio of Artisanal Game Reviews

Three reviews as three lenses through which to approach and appreciate an unusual videogame.

Originally published at Gamasutra One: Nil Person Videogames are narcissistic. They are about you, even when they put you in someone else’s shoes. You are a space marine among hell spawn. You are a mafioso just released from prison. You are a bear with a bird in your backpack. You are a Tebowing Tim Tebow. We may think we play… read more

“Hundreds” Is the Haute Couture of Video Games

A new multi-touch puzzle game for the iPad and iPhone is about form, not function—and it's about to become a status symbol.

Some media exists for you to “consume”: to read, to watch, to play. Even though a book, television show, or video game isn’t destroyed by this encounter like a cheesesteak or a firework might be, the creative work is meant to be made a part of ourselves. To transform us in some way. But other forms of media don’t aspire… read more