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I think the essential thing about this era is a gradual cultural rediscovery of ownership. We've just been through a very lengthy race to the bottom for all sor
by mntmoss 7y ago
I think the essential thing about this era is a gradual cultural rediscovery of ownership. We've just been through a very lengthy race to the bottom for all sorts of information - pretty much anything ephemeral and disposable is free or extremely cheap, and then heavily locked down to protect property rights. And it's built a kind of event horizon to culture where all the things pressed up closest to the digital universe just disappear into a little footnote on a wiki page saying "yes, this happened". Memes, blog posts, videos, games, etc.
There is a game product called "Fortnite", and it's just had a huge in-game event, so it's clearly here, alive and well, but you'll never again be able to experience Fortnite as it was 24 hours ago - ever.
And yet future culture is, as Alan Kay puts it, "the past and the present". It's our reaction to that hole, where nothing really builds on anything else, that, in turn, is motivating interest in products with longer time horizons, longer stories and histories to them.
An obvious metaphor for this is video games vs pinball:
* Fundamentally digital vs fundamentally analog
* Mostly design & marketing vs mostly manufacturing
* Trivially cloned vs scarce, unique
* Black-box artifact vs maintainable assembly
* Perpetually caught in the breathless hype cycle of tech, vs increasingly existing outside of that cycle
Pinball's days as part of the traditional amusement business ended with the 1990's, but it's found a resurgence of interest in the home market as a kind of collectable furniture - something to put in a rec room or a basement arcade, that retains decent trade value if maintained. A whole array of small manufacturers have appeared this decade to serve that market. It's much easier to understand a collector's market for it being sustained 30 years out, versus video game collecting, in which any product with a modicum of popularity will have had its primary content either already preserved through piracy(if emulated), or else impossible to reproduce(if a service). It's a much stronger version of interest in vinyl records or dead-tree books taking precedent over streaming music and e-books.
Because digital media has so little physical value, it is beholden to be entirely marketing driven, front-to-back, and to treat you as either a product marketer or as the product, and sometimes both. The true form of the medium remains always hidden behind the UI. Even your personal work, done on systems you wholly control, just disappears into a collection of files, where it is easily forgotten.
And in that sense I think we are not really asking, "Where is Flash? Where is Hypercard? Where is BASIC?" - because in different eras each of those tools did the kinds of things we wanted and expected from a beginner's tool - so much as we are asking, "Where is the actual medium? Where can I do work and preserve the original source material? Where can I send a kid to learn to play with software and not have it all break six months later, rendering the learning useless? How can I curate software when nobody can make any promises?" Tech continues its warfare for a platform monopoly, and so on this front we keep starting from zero, over and over. It's not hugely different from the space we've arrived at in professional software development, where dependency hell and code rot is an ever-increasing concern for all codebases.
- zanny 7y ago> Where can I send a kid to learn to play with software and not have it all break six months later, rendering the learning useless? If you had a Pentium 1 PC, would you not still be able to run DOS and BASIC on it? Software "breaking" only happens if you let it - you can still use Windows 95, or XP, and run all those old programs that no longer work. If you have a copy of Flash 4 you can still run that on supported hardware, make media using it, and probably still have people with modern Flash installations be able to play it back? The difference between the pinball machine and video game is not so wide a chasm. The vogue of pinball came and went, and now it is a small community hobby. Hobbies come and go - just look at the resurgence in Dungeons and Dragons the last 10 years adjacent to a huge decline in "AAA" PC game RPGs. In the same light, while the Fortnite gamer might never be able to re-experience the event that just passed, there are thousands playing Doom maps written in the mid 90s today on engines refined through decades of hobbyist volunteer work to provide features not even often seen in modern titles. And simultaneously there are new Doom maps being made all the time, entire games (look up the Adventures of Square) made with its engine, etc. That technology is now over 25 years "obsolete" but lives on through its community. You touch on it - but it really does matter if you own it. All these transient experiences being offered as a moment of engagement by corporations all of which are held under lock and key and never see a bidirectional creative process between maker and consumer are all vapid and empty. The digital experiences that endure are those that go both ways, and that everyone involved can lay claim to and participate in. Modern video games are themeparks, but the tooling available through projects like GZDoom, OpenMW, Godot, etc are sandboxes for creativity that no corporation can take away. This is why the free software movement even began, and why it has only gained relevance as technology has permeated society and culture. But that concept extends beyond just video games - Blender makes its open movies, there are repositories and communities around free music, art, etc. Communities built around shared worlds all licensed permissively to encourage participation and collaboration in opposition to the common proprietary reality of creative products being weaponized against their own fans through copyright to reject participation. You just have to look for them - they don't have the billions in advertising to permeate your every waking second of consumptive behavior.
- potta_coffee 7y ago