ruggedraven36 said:Of course I am. That's exactly why I know video games don't have any actual value.
First off, let's talk about this whole "reactionary" label you're throwing around—it honestly reminds me so much of my old man.
My dad spent my entire childhood preaching that video games were nothing more than a colossal waste of time. Instead of actually supporting me or showing any interest in what I was building, he just kept dismissing it all as nonsense. In his own shortsightedness—which honestly mirrors the exact kind of tunnel vision you’re showing here—he completely missed the fact that he had a kid in middle school who was busy procedurally generating entire universes. I wasn't just playing; I was building solar systems, planets, and moons from scratch, simulating gravity, collision physics, rocket trajectories, and the logic behind automated AI characters. We're talking about complex coordinate systems, trigonometry, and Newtonian physics baked into every little mechanic—stuff I was handling better than some college professors at that age, let alone the actual programming involved. And the kicker? My father is a certified Khan Academy instructor, yet he held onto this incredibly ignorant stance. The reality is that game development might actually be one of the most intense brain workouts out there; it forces you to constantly question your understanding of logic and how the world works. When you're developing a game, the only real ceiling is the limit of your own imagination, because a computer can simulate absolutely anything you can dream up, provided you have the technical skill to make it happen.
Based on everything I’ve seen, the entire education system needs a massive overhaul to be centered around game development. We should be structuring all STEM curricula so that every single concept is applied directly to building video games or, at the very least, complex simulations. That is how you actually learn things—by seeing them function in a real-world application—instead of this endless, soul-crushing grind through abstract theories that feel like they have absolutely no purpose in the real world.
Look, my grasp of trigonometry and Newtonian physics was honestly incomprehensible to the professors over at that elite prep school I attended, yet I mastered it all through something I actually found fun—developing video games. It didn't feel like work; it was just play. So how on earth can anyone claim that kind of mastery has zero value? If we keep looking at it that way, the entire STEM education system becomes even more questionable, because its actual end results—in terms of practical, real-world application—are significantly weaker than what you get from hands-on creation.
Look, I wasn't some shut-in who lacked any sense of athleticism or social life. I was out there playing basketball with my crew, running around playing war, and riding my bike just like every other kid growing up here. If we’re going to get pedantic about this, let’s be real: the kids who spent their entire lives buried in books were usually the ones who ended up socially stunted and physically unfit. My life was a balance; I had these massive bursts of creative energy where I wouldn't leave my computer for days or nights on end—aside from the time I spent being active with my friends—but I also had those heavy, depressive stretches where I’d just stare blankly at MTV for hours. Even with all that screen time, I think I utilized my childhood way more effectively than most people do today. Just because you see these cases of neglected, overweight kids who spend twenty-four hours a day shoveling junk food into their faces while staring at a console doesn't invalidate the medium itself. Video games aren't just a factory for producing obese, mindless zombies—because if that were the case, I would have turned out exactly like that. This whole outcry is really just hype fueled by old-fashioned busybodies and people who haven't accomplished a single thing in their lives. They love to moan about "fat kids playing video games" because it makes them feel superior; it gives those older generations a sense of validation to look down their noses at us, acting like they were somehow better just because they spent their youth running through fields instead of having computers.
Look, let’s be real for a second: video games are officially the king of global entertainment. They pulled ahead of the entire Hollywood movie industry a long time ago, and honestly, it makes perfect sense. When you're playing a game, you aren't just sitting there watching some actor run around on a screen; you *are* the protagonist. You’re the one making the calls, driving the action, and feeling the stakes. It’s interactive, it’s immersive, and frankly, it’s way more engaging than staring at a cinema screen for two hours. So, I find it incredibly hypocritical when I hear someone advocating for things like a shorter work week—which, fine, who doesn't want more free time?—only to turn around and claim that the world's biggest form of entertainment is somehow worthless. It’s a massive contradiction. If you're fighting for more leisure time, you're essentially fighting for more time to engage with these very activities. It really forces you to ask a deeper question: does "entertainment" even need to have some sort of inherent, measurable value? Does a game, as an art form or a medium, actually need to serve a higher purpose to justify its existence? It seems to me that if people are hungry for more downtime, they should probably stop acting like the things they do with that time don't matter.
I think we need to start by actually defining what a game even is. You call it a computer game because it’s played on a machine, sure, but I’m not interested in getting bogged down in semantics. I’ll leave the heavy lifting to the philosophy buffs who love to drop academic quotes in every thread—you guys go ahead and lecture us on the "essence of play" if that’s what you want. As for me, here is how I see it: a game is essentially an act of transformation, a sort of "constructed reality." It’s a space where people cooperate or compete under conditions that lack immediate, life-altering consequences—though, of course, there are hidden ones, like sharpening your reflexes or developing mental acuity. Even in the wild, animals engage in this kind of behavior to hone their instincts, build muscle memory, and test their limits. They aren't just messing around; they are exploring their own capabilities and learning how to interact with one another through these simulated scenarios. At its core, play is a rehearsal for reality disguised as entertainment. If it didn't serve a purpose, nature wouldn't have bothered evolving such complex behaviors, and they wouldn't persist. Play prepares us for the real world while keeping us engaged; otherwise, why would it exist?
Whether a game is digital or not really shouldn't matter when we're talking about actual value; if the core experience holds weight, then obviously a computer game can be just as meaningful. Take chess, for instance—one of those ancient staples that’s still going strong today. Nowadays, you’re far more likely to see someone playing it on a laptop than hunched over a physical wooden board. In neither scenario are you getting any kind of physical workout, but with a computer, you can hop online and play against someone halfway across the world in Brazil, or let an algorithm match you with opponents based on your specific ranking. So, the real question is: does chess lose its essence just because it's played on a screen? If the game itself has value, how does moving it to a digital medium strip that away? And while we're on the subject, people used to think computers would never be able to touch a human at the board, yet now they're absolutely crushing people in games like Go. These kinds of shifts actually force us to rethink some pretty heavy philosophical ground.
There’s one particular thing that left a massive impression on me, though it’s really a borderline case since it’s technically called a "game," but let's call it what it is: "Conway's Game of Life." I remember seeing it back in the Windows 3.11 days, tucked away alongside Minesweeper and Solitaire. It was dreamed up by a mathematician in the 70s. It blew my mind to see how a simple little universe governed by just four basic rules could spring to life in such miraculous ways. Honestly, given how much it resonated with me, I’d argue this thing should be mandatory reading in elementary school; that's how much intrinsic value I think it carries. Generally speaking, if we want learning to be more effective and engaging, we ought to "gamify" everything—that is the true inherent value of digital gaming.
Then you have all these educational games that drop you into historical contexts, letting you soak up history through gameplay or even letting you tweak the course of events. You’ve got management sims where you run entire empires—take Civilization, where you build a society from the ground up, or Panzer General, where you command troops during World War II. All these titles expand and sharpen the player's intellect while casually feeding them historical facts and narratives. For example, one of the "advancements" in Civilization—if I recall correctly—is "women's suffrage". By playing Civilization, you gain a practical understanding of the timeline and importance of various breakthroughs, from the wheel to the modern era; it's almost hands-on knowledge because if you fail to innovate at the right time, your civilization falls behind everyone else. It reminds me of those classic American game shows, like Jeopardy!, where it's basically just high-stakes trivia categorized by topic.
My kid plays educational games on his phone. Look, if you’re constantly parenting young children, it’s nearly impossible to keep a smartphone out of their hands, but it is entirely doable to load it with apps that teach shapes, letters, numbers, logic, and deduction. My little guy mastered the entire alphabet when he was around 20 months old, maybe even earlier. He’ll play a game diligently for half an hour, get bored, and then go back to playing "in real life." I don't see any issue with that. I sit with him, watch how he plays, and help him out when he struggles or gets clumsy with his fingers.
When we start dissecting these different types of games, we really need to draw a line between virtual worlds—where you have persistent avatars—and the kind of games you just play once and walk away from. Virtual worlds where you can lead a sort of "second life" (which can easily become your primary one) are in a completely different league than something like Sokoban or Super Mario. In those worlds, you're dealing with other people who make that environment feel real; because of them, you can't just hit a reset button. You can reset your character, sure, but you can't undo the social connections. There's a parallel here to what happens on forums like this. Those of us who are regulars here aren't just hanging out for the philosophy; we're here for the other users. Even if we're just anonymous avatars, we are real people. This is a massive topic that probably deserves its own dedicated thread, but it touches on the future where everyone might be plugged into some virtual reality most of the time. I don't have the time to dive into that whole rabbit hole right now, so I'll leave it there, but I'll just say that even that hyper-connected future doesn't negate the points I made above.