NYT-Article on Stupid Games features a stupid Game, that lets you destroy a NYT-Article on Stupid Games
Sam Anderson hat in der NY-Times einen genauso großartigen wie langen Artikel über Casual Games (er nennt die “Stupid Games”) geschrieben, in dem so tolle Wortschöpfungen wie “homebrew neuroscience” fallen und Sätze wie “a little digital drug you can use to run experiments on your own brain”. Es geht um Facebook-Games, Sucht und Gamification (“the dystopian future of stupid games: amoral corporations hiring teams of behavioral psychologists to laser-target our addiction cycles for profit”) und noch dazu ist der Text nur halb so kulturpessimistisch, wie er klingt.
Außerdem hat er ein integriertes “stupid Game”, mit dem man den Artikel zerballern kann. Ich kann das grade nicht testen, weil ich an diesem dermaßen lahmen stupid Rechner im Netzcafé sitze, dessen Browser das Wort HTML5 nichtmal richtig rendern kann – aber laut diesem Posting ist das so.
Game-studies scholars (there are such things) like to point out that games tend to reflect the societies in which they are created and played. Monopoly, for instance, makes perfect sense as a product of the 1930s — it allowed anyone, in the middle of the Depression, to play at being a tycoon. Risk, released in the 1950s, is a stunningly literal expression of cold-war realpolitik. Twister is the translation, onto a game board, of the mid-1960s sexual revolution. One critic called it “sex in a box.”
Tetris was invented exactly when and where you would expect — in a Soviet computer lab in 1984 — and its game play reflects this origin. The enemy in Tetris is not some identifiable villain (Donkey Kong, Mike Tyson, Carmen Sandiego) but a faceless, ceaseless, reasonless force that threatens constantly to overwhelm you, a churning production of blocks against which your only defense is a repetitive, meaningless sorting. It is bureaucracy in pure form, busywork with no aim or end, impossible to avoid or escape. And the game’s final insult is that it annihilates free will. Despite its obvious futility, somehow we can’t make ourselves stop rotating blocks. Tetris, like all the stupid games it spawned, forces us to choose to punish ourselves.