This is a good read, but I question this line: > Video games, at their best, offer everyone an equal chance to overcome the same challenges on an equal playing field. “Pac-Man,” after all, didn’t let you add extra quarters to purchase immunity from the ghosts. I mean, in a way they did. If you had more quarters to spare in Pac-Man, you'd be more likely to make it further than your cash-strapped compatriot. But then a…
Definitely. And just to dilute simplistic points of view, there were also books published designed to teach the secrets to beating these games in part to spend less money on them. [1] One was even published by Consumer Reports..
[1] http://allincolorforaquarter.blogspot.com/2012/12/golden-age...
But the author has already bought into the frame that playing the game according to implicit rules and achieving progress is the dominant form of the game. This overlooks many other social aspects of the game, such as roles like watching, reviewing, finding secret levels, using games as a social space to meet others, etc.
In short, the author is caught by surprise by the fact that humans will project their social relations into the video game world which they have imagined to be hyper-egalitarian.
In fact, the mere invention of the games was an extension of our social relations into the digital field, so as soon as they appeared it was too late to sustain the author's idealistic viewpoint.
Perhaps the author would have made a stronger point arguing for the emergence of a hypercapitalist congeries of video games which are actually a precession of Baudrillardian simulacra. In the first stage, the dynamics of human experience are projected digitally into a virtual, lithographic field, e.g. instead of battles in space, we use electronic computers to simulate game play
In the second stage, e.g. games on disks and CDs from the 80s-2000, capital was used to design a product which must be recovered through sales of the game software.
In the third stage, it is the simulacra of a game which is sold. It must be so technically dazzling that the capital required to produce it can not be recovered from the sales of the game itself. The game must be reconfigured so that it is not merely a game any more, but an addictive object whose main purpose is no longer leisure, but to recover the hypercapital outlay to reproduce it through gacha.