The Task of Blogging and the Task of AI

“Computers’re bringing about a situation that’s like the invention of harmony. Sub-routines are like chords. No one would think of keeping a chord to himself. You’d give it to anyone who wanted it.”

– John Cage, in the 1969 essay “Art and Technology”

“We see a future where intelligence is a utility, like electricity or water, and people buy it from us on a meter.”

– Sam Altman, in a comment during BlackRock’s 2026 U.S. Infrastructure Summit

Ian here—

This post began as a short housekeeping announcement but evolved into something more grandiose. (Though still attached to a housekeeping announcement.)

In the Spring of 2025 I taught a course titled “Closure and Infinity in Digital Media,” about the creation of theoretically infinite art. It opened in the 1960s with the process-based art of John Cage and the Fluxus movement, and worked its way to the contemporary dream of entertainment CEOs everywhere, selling AI slop to undiscerning viewers. The course was admittedly too broad in its focus (as evinced by its mouthful of a title). It took me to nearly the end of the quarter to actually grasp what its core concern had been all along: It was a course about the internet that every person in the room had grown up with, which was now dying.

You can draw a direct line from the sentiment expressed by Cage in the above quote—that computers will bring about an epoch of sharing comparable to the invention of harmony—to the utopian dreams of Wikipedia, open-access academic publishing, Reddit, TVTropes, even the humble user-submitted ASCII game walkthroughs still lurking in the bowels of IGN and Gamespot. That is to say, to the internet, as people idealistically conceptualized it in the 2000s, and which is still around today, though perhaps hanging by more of a thread than we’d like to admit.

Granted, there were skeptics of this vision of the internet. Way back in 2000, Tiziana Terranova dutifully tut-tutted the fiery optimism of the “Web 2.0” era, pointing out that capitalists were always waiting in the wings to monetize the free labor of credulous volunteers. The utopian venture of the world wide web relied on an unstable ideological union of hippy-dippy communitarianism and hardened anarcho-capitalism. It wasn’t built to last, because “free” didn’t mean the same thing to all parties.

But still, during its heyday, it was a grand thing to witness. Wikipedia’s 25 years of operation have stretched over my high school education, undergraduate education, graduate education, and now a decade of me being an educator myself. Throughout all of this, it has been not only an invaluable research tool, but also probably the best available model of socialism in action. (From each according to their research abilities, to each according to their research needs.) It’s no stretch to say that my path toward becoming an educator owes much to the general shape of the internet circa 2000–2015. It seemed like our shared intellectual commons was improving. Information was becoming freer every day. Professors were expanding beyond the classroom and academic publishing to become bloggers, posters, podcasters, and video essayists. Educators were rediscovering public communication, sharing their love of their subject matter more broadly than ever before. I was benefitting from it, and I wanted to contribute to it. It was a tantalizing moment to get caught up in.

And now LLMs are on track to end it decisively.

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A Structural Critique of IMMORTALITY

Ian here—

Five years ago, I posted a video analysis of Sam Barlow’s game HER STORY that I’m especially proud of. Now, I follow it up with a lengthy discussion of Barlow’s 2022 game IMMORTALITY. This video serves as the twelfth video in my Shape Up! series, and I’m also considering it the long-belated sixth entry in my detective games series.

Full script below the jump, with ample citations. (I leaned heavily on the newly-released book IMMORTALITY: Design Works for background research on this one.)

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OMORI’s Fantastical Pacing Problem

Ian here—

Upon first playing it several years back, it struck me that OMORI, while having rather spectacular high points, it didn’t quite cohere and stick the landing as much as Rakuen, with which it shares many similarities (and which I dearly love). It took me awhile, but with this eleventh video in my Shape Up! series, I break down why. (And define an entire genre along the way, with plenty of graphs.)

Script below the jump.

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Wanderstop and Perverse Design

Ian here—

Wanderstop had already been announced at the time I made my video on auto-critical cozy games, so it was already a given that I would play it (especially given the talent involved in making it), and more than likely that I would also make a video on it. So here it is: a sequel of sorts to Un-cozy Games. I also mention to slip in some analysis of my old favorite Walden, a game, which Wanderstop ended up reminding me of quite a lot.

More videos to come in the coming months—I’m finally pushing out a bunch I’ve been working on simultaneously for awhile! Script for this one below the jump.

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Mouthwashing, Flashbacks, and Agency

Ian here—

I haven’t been having my students write blog posts for the past few quarters, which has left some significant gaps between posts. This has been exacerbated by the fact that I took a 6-month break from posting any video essays, which I’m returning from now, with the ninth video in my ongoing Shape Up! series. (With still more to come!)

Script below the jump.

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Recommending the ENIGMA TRILOGY

Ian here—

In celebration of Halloween, I’ve posted a new video recommending the Enigma Trilogy, a series of games by Enigma Studio including MOTHERED (which I’ve raved about before), THE ENIGMA MACHINE, and this year’s [ECHOSTASIS]. This also serves as the eighth video in my ongoing Shape Up! series.

Script below the jump.

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SHAPE UP!: The Beat Bottleneck

Ian here—

The seventh episode of the ongoing Shape Up! series is posted. This one is about moments in a few games—2064: Read Only Memories, Unpacking, and Signs of the Sojourner are my main case studies—that have always stuck out to me in how they deliver narrative beats through somewhat unfair gameplay mechanics. I suppose you could describe all of them as moments of “forced failure,” but there’s a range of tactics on display here of varying subtlety, and I thought it best to coin a new, more inclusive term to describe all of these moments: a beat bottleneck.

Full script below the jump.

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SHAPE UP!: Repetition and Difference

Ian here—

The sixth episode of the ongoing Shape Up! series is posted. This one addresses a structural innovation present in Oxenfree and NieR: Automata—two old favorites of mine I’ve mentioned before in videos and/or posts—as well as Doki Doki Literature Club! and Kitty Horrorshow’s ANATOMY, which I haven’t written about before but am excited to do so now.

Full script below the jump.

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SHAPE UP!: No Exit

Ian here—

A quick break from the regular flow of student blog posts to announce that the fifth episode of the Shape Up! series is posted. It is on Save the Date and Elsinore, both games that I have taught before but never written about myself on the blog before, despite them being favorites of mine. More videos in this series are forthcoming, although it will be awhile before I can return to the one-a-month schedule.

Full script below the jump.

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SHAPE UP!: Hostile Loop

Ian here—

Fourth episode of the Shape Up! series is here, this time on a game I’ve taught several times in classes and long wanted to do a video about: P.T.

Due to the busyness of this academic quarter, I won’t be able to keep up with the one-video-per-month schedule I’ve set for myself since October. Hoping to get at least one more episode of the Shape Up! series out between now and summer, and then return to the one-video-per-month schedule during the summer.

The script that follows below the jump is the shooting script for the video. (It differs from the actual transcript in one key respect.)

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