Video Game History Foundation Library | Video Game History Foundation Library
the internet is one big video game
New real-time syncing libraries like Partykit (and my inspired creation playhtml) are making it incredibly easy to make websites multiplayer, which many games incorporate as the default. This prediction is wise in a lot of ways in terms of interaction, narrative, tutorial, and multiplayer design, and more and more people desire a liveness and tactility in websites that we take for granted in video games.
Websites are the future of video games.
They are the “end game” of video games. They are spaces where the end players (the website visitors) have the agency to freely interact with others, and not towards any predetermined object, but purely for themselves, discovering who they are in each new environment and finding new ways of relating to one another.
Tokimeki Memorial gives the impression where your agency comes into conflict with several others’, each with their own desires and personalities. At the end of this season, he concludes that more video games should ditch combat mechanics and instead focus on how your choice of actions question and ultimately shape who you are and what you care about.
As I watch Tim talk about all this, I think about how websites feel like multiplayer video games, all of which are part of the broader “internet” universe. One in which the “creatures” are the cursors of other, real people. And where we can’t fight each other at all, only talk to one another.
Somewhere in the push to make the internet the infrastructure of a global capitalist economy, we lost this perspective on what the internet is. If I asked people to define what websites are to them, they might talk about the capabilities they provide: “the world’s information at your fingertips,” “AI that does whatever you ask of it,” “a platform for selling products.” Or as design artifacts: they provide the basis of interactive, creative pieces of art, media, and writing.
But if we distill a website down to its base components, it is a space that allows people to talk to each other. In the era when the internet was new and before we had predetermined what it was “for,” everyday internet pioneers found ways to talk to one another by making websites for each other. The conversations spanned webs of personal websites, revealing intimate detail in exchange for intimate detail. They bartered histories for kinship, stories for solidarity, identities for community.
The websites of our modern-day internet experience reflect quite a different perspective on what websites should be “for.” Websites are often the expression of a corporate unit, optimized for flow, retention, or the latest trendy design aesthetic. We focus on animation design and gradient layering rather than the interactions that govern how we relate to one another.
How do we make websites feel more like embodied objects? What does a website that can become well-worn or passed down feel like? How does a website become a living gathering space, one that evolves with the activity of its participants? How can a website enable showing care to each other? How can it facilitate solidarity between people?
As video games have shifted towards hyper-optimization, the internet has gone a similar direction. Friction has been systematically eliminated and sophisticated automated experimentation infrastructure enables optimization of key metrics at a microscopic level of detail. In return, we’ve come to view websites and the broader internet more and more as a purely utilitarian medium. Even social media, which at some point was positioned as something for self-expression and community-making has become almost entirely a space for influence climbing.
We need more websites that gently guide us to trust our own choices and intuitions, that chide us when we try to do it all and work ourselves to the bone, that nudge us to find beauty in unexpected places, to find the poetry in the lazy.
The genius behind Zelda is at the peak of his power — and feeling his age
Aonuma became co-director of “Ocarina,” which revolutionized how game characters move and fight each other in a 3D space. Unlike cinema, video games require audience control of the camera. “Ocarina” created a “camera-locking” system to focus the perspective while you use the controller for character movement. The system, still used by games today, is a large reason “Ocarina” is often compared to the work of Orson Welles, who redefined how cinema was shot.
The “ethos of Zelda” focuses on such new, unexpected concepts of play — even as many other modern games prioritize story, like TV and film do. With “Tears,” at “the beginning of development, there really isn’t a story,” Fujibayashi said. “Once we got to the point where we felt confident in the gameplay experience, that’s when the story starts to emerge.”