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Comment by aschampion

Like all AAA media in the age of supposedly social media, games became hostile to self-organizing communities that sustain themselves, because they want a push model for consumption where the producers decide what you see, when, and whom with. It commodifies media into generic content, emphasizes short lived novelty, naturally structures around subscription (and increasingly fragmented and numerous ones), and as a bonus keeps all of your activity observable so you also do the labor of saleable data creation for them.

Nearly all my worthwhile experiences in multiplayer games were related to permanent server communities (CS clan servers, 2fort2furious, SWG emulator servers, ridiculous minecraft servers that were effectively collaborative volumetric databases for external design tools).

parent aschampion 1 year ago

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