It also says, it doesn't really matter if you're smart or adept at trying to get ahead in a system because what really matters is how much time you sink in, because of all these artificial constraints on you. It also says that you don't really need to do anything exceptional because to feel good, to be rewarded, all you need to do is run the treadmill like everyone else
Honey is sweet because we like it; not we like it because honey is sweet. There's nothing intrinsically sweet about honey. If you looked at glucose molecules until you were blind you wouldn't see why they tasted sweet. You have to look inside our brains to understand why they're sweet.
Conspicuous consumption arises from human instincts for showing off our intelligence, personality traits, and moral virtues to family, friends, and mates. Consumerism is not a matter of 'materialism', but of runaway signalling, status display, and socially validated narcissism.
The rules of the game, the kind of interactions that the game puts you into, is the meaning of life for that game. And the meaning of life in WoW is you're some shmo who doesn't have anything better to do than to sit around and kill monsters
The real meaning of a videogame is expressed by the rules. He explains that these expressions may not be perceived by the intellect, they can be perceived in an abstract, holistic way by the player.
Games are where you are trying to achieve a goal and there are some rules governing the actions you can perform and their affects on the game world and also what the game world can do back to you
the rules of a videogame have meaning, intended or not, that is where their expressive power comes from, and that these meanings are absorbed by the people who play them
Tags: braid, craig d adams, design reboot, evolution, interactive, Jonathan blow, superbrothers, the 1 console, the one console, this is a public mental health issue, video game theory, video games, video games, videogame, videogame theory, WoW