> But games were different.
They were, and I wonder why. If you run some open source 16-bit gaming console emulator, you also know that there won't be in-game purchases, because it just wasn't a possibility. Perhaps it was a technological sweet spot that limited capitalist exploitation within video games?
The games still had ethical issues then, like, it's actually difficult to find non-violent games. Even Zelda is addictive in its immersiveness and the game mechanics rely a lot on assaulting baddies.
> The first game I remember being extremely addicting was World of Warcraft. It became a habit to simply click the icon as soon as the desktop loaded,
This is interesting to read, that you as a ex-gameaholic disagree with this law. I wonder whether it could really be the forces that are moving game development (as in money, as in capitalism) that are the real problem because they profit from creating addiction, rather than computer games as such. One can only wonder what computer games would look like in a world not dominated by neoliberalism, and whether a healthier game development model is possible?
I am reminded of this longer comment that was removed from the Godot source code recently:
> A capitalist oligarchy runs the world and forces us to consume in order to keep the
gears of this rotten society on track. As such, the biggest market for
video game consumption today is the mobile one. It is a market of poor
souls forced to compulsively consume digital content in order to forget
the misery of their everyday life, commute, or just any other brief
free moment they have that they are not using to produce goods or
services for the ruling class.
From https://github.com/godotengine/godot-docs/commit/b872229427d...