Hi Sandy, I hope you’re well. I have appreciated the recent discussions. I do not agree with your framing.
Regarding piracy, DOOM is a complicated example because shareware was the model. DOOM’s first episode was designed to be freely copied, passed around, uploaded, installed, and played. That enormous unpaid audience was not the same thing as piracy. It was part of how DOOM reached the world.
By the mid-90s, DOOM had something like 20 million shareware installs and more than 2 million paid copies sold. Those 20 million people were not “pirates” by default. A huge number of them were playing the free episode exactly as intended.
That doesn’t excuse people pirating the registered game. However, it’s important not to collapse legal shareware distribution, unpaid reach, and actual piracy into one number.
I also don’t think piracy is what “gutted” id - id is still around and still making games. Piracy may have cost money, but it wasn’t the reason Quake was hard or why people eventually went different ways.
So yes: pay developers. Buy the games you love. Support the people who make them.
But history is messier than “pirates killed the companies.” Sometimes the same free distribution that looked like lost sales was also the thing that made the game impossible to ignore.
Haven't seen this around yet. But we put out an ARTBLAST on artstation.
https://t.co/Ra4MbsAPOi
Check out everyone's hardwork!
RT/ share the love!
#marathonthegame#Marathon
Seth Rogen calls out people who post AI slop:
“Every time I see a video that's like ‘Hollywood is cooked!’ What follows is like the most stupid dogshit I’ve ever seen in my life.”
(Source: BrutMedia)
Variety asks Melissa Barrera if she thinks the people that returned for ‘Scream 7’ are “scabby” and “crossing the picket line”:
“Oh, one hundred percent. I think they all are. And they have to live with that. The only way they were able to make that movie after what happened was to nostalgia-bait as much as possible.”
(https://t.co/dMoGUc8iNg)
this trailer, just like chappell roan's trailer, is absolutely stunning and beautiful and a wonderful tribute to Laufey's music, and a ton of people who worked on it were very likely laid off & lost their jobs for NO REASON. Fuck you Tim Sweeney. you make the world a worse place
We appreciate Dave’s honesty, and he’s right about one thing: game preservation only works if people care.
GOG was built to make sure the games that shaped us live forever. And with the support of our community, we’ve been doing exactly that for almost 20 years.
The future of preservation is decided by players who give a shit.
So buy DRM-free, vote on the Dreamlist, join GOG Patrons. If games matter to you, show it. And let’s prove together that preservation isn’t niche. It’s necessary.
Video games will never be taken seriously as an art form because neither the industry nor the audience treats them as art, and the audience is the larger part of the problem. Games are treated as products to be made fast, sold loud, consumed, discarded, and replaced. That is why Call of Duty and FIFA sell in the billions, not because they endure, but because they are disposable and familiar.
This has nothing to do with graphical fidelity, art style, music, voice acting, or budget, even though players insist otherwise. For most people, “artistic merit” means how flashy, pretty, and expensive a game looks. Spectacle is mistaken for depth, and production value is confused with meaning.
Games are not built to be evergreen because the audience does not want evergreen. The people who revisit old titles, engage deeply with systems, or approach games patiently are a minority. Most want the new release, the hype cycle, and the spectacle, then move on as soon as something shinier appears. This is the same reason Avatar makes a billion dollars per film yet leaves almost no cultural footprint. Audiences want stimulation for a few hours, then the exit.
Art requires patience and trust, and games demand both. They ask players to learn systems, accept friction, and think. The audience rejects this. Anything slow, strange, or uncomfortable is dismissed as boring or pretentious, so risk is punished not just by publishers, but by players themselves.
Because of this, metrics replace meaning. Engagement time, retention, and monetisation become the measure of success, because that is what the audience rewards. Art asks what something is saying. Products ask how long you stayed logged in. Games suffer most here because their greatest strength, player agency, is treated as an inconvenience rather than an opportunity.
Legacy is impossible without permission to fail, and the audience does not allow failure. A bad novel does not kill literature. A bad film does not kill cinema. A bad game can kill a studio, because players demand perfection, constant novelty, and infinite support while rejecting experimentation.
So the ceiling stays low by choice. Not because games cannot be art, but because an audience trained on disposability, spectacle, and instant gratification will not tolerate sincerity, patience, or risk. What survives is not what lasts, but what sells loudly and disappears quietly.
INTRODUCING: Summer Eternal Anthology Volume One.
This incendiary tome is part cultural journal, part development diary, part exclusive game reveal. Built by firestarters, for firestarters.