this week's brew 🎧
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Okay, I’ll admit it. I hit my first (Hiss) wall at the very start of the Old Boys’ Club mission last week, but after that, it was smooth sailing - and flying! - through the halls of the Bureau. This week’s podcast is all about our descent into truly dangerous areas of the Oldest House, like the aptly named Panopticon: a prison complex housing Objects of Power…and a familiar face.
The Panopticon (which was actually originated by Jeremy Bentham and later popularized by the philosopher Foucault for those who also happened to remember Sociology or Philosophy classes from school), originated as a “humane prison” based on the idea of constant, all-seeing, surveillance. Of course, there’s nothing really humane about permanent visibility, but especially in light of this week’s reflection question, it got me thinking. How are, in our minds, discipline, knowledge, power, and control intertwined? What are other ways to corral or control that don’t have to do with surveillance or punishment?
We’re finishing up Control this week, so in addition to reflecting on that, we’d also love to hear your general thoughts on the game! Jesse’s journey, the style and design of the Bureau, your predictions for future installments in this universe, and more. Feel free to respond to this email, leave a voicemail, or post your thoughts in Discord!
Snag some pour-over coffee and pour over (heheh) these supplementary recs to expand your gameplay experience and understanding!
As you play this week, take a moment and reflect on this question:
Have a response to the reflection question? Want to share other thoughts on the game? Leave a 60-second voice message and you’ll have the chance to be featured on a future podcast episode!
Next Week’s Brew: We’ll continue savoring and discussing Control! Play from “The Face of the Enemy” until the end of the game. The discussion episode releases on Jan 21st! Enjoy ~
We had a bit of an impromptu discussion on a recent NYT article Joel saw — I’ve linked a paywall-free version here for you (scroll down and you’ll see it)!
The article proposes that one of the reasons for the game industry’s struggle in recent years is due to the pursuit of graphical fidelity: super realistic-looking games. While I agreed with the sentiment that pursuing more realism has led to diminishing returns, I felt this article missed the core of what is happening, and left many questions - and critiques - on the table that I would’ve loved to see explored more deeply.
For example, this article doesn’t touch on leadership and the decision-makers of this process. Who makes the calls determining the budgets and timelines of these games? The core of the industry's issue is the rampant mismanagement the industry continues to see, which is exacerbated by the scale of AAA development. When we’re paying artists 60-80K a year and the Bobby Koticks of the industry multiple millions annually, frankly, I don’t want to hear about graphical fidelity being the problem.
Also, AI is very briefly mentioned as a potential avenue for studios to pursue hyperrealism, but there is little to no mention of the disastrous impacts that transitioning to widely using AI could cause the industry and the Earth itself.
But, that’s some of what I think. I’d love to hear your thoughts on this as well (whether in the Discord or by leaving a voicemail we can play on next week’s podcast to follow up!)
Curated titles to keep an eye on ~
Other media we've been getting into:
Jenny -
Joel -
Stay in the loop -- listen to the weekly podcast on Spotify and Apple, hang with the community in Discord, and find us on Instagram!
Thanks for joining our digital café this week -- talk soon!
Jenny
Geeks & Grounds is an asynchronous, monthly game club where we play video games and brew good conversation, together! ☕ Each week, receive a newsletter with a reflection question and curated materials meant to help you thoughtfully connect with the games we play.
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