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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Macpocalypse

mac_games_32-bit

Ian here—

For years now, I’ve wanted to update the section of my site devoted to games that can be easily integrated into syllabi. I was laying low until the firehose of my students’ work turned off, but I figured since I’m teaching another games-related course in Spring 2020 it would be a good time to return to the subject.

Unfortunately, the past few months have brought with them a significant new hurdle.

By now it’s old news that Chrome will be dropping Flash compatibility in December 2020. I’ve seen the pop-up, and I’ve gradually made peace with the fact that games like Loneliness, Problem Attic, and The Artist Is Present won’t be accessible to students in the future. It’s a major loss for free, platform-agnostic games that could be easily assigned. But with the release of macOS Catalina in October, with its 64-bit requirements for all applications, I’m now forced to grapple with the fact that Mac, as a platform, is all of a sudden much less friendly to indie games than it had been for much of the past decade.

I’ve seen a few guides online to what is and isn’t broken by the strict 64-bit requirements of Catalina, but most of them are light on indie games (especially non-Steam indie games). So I went ahead and personally checked all of the games listed in my “practical pedagogical notes” section, and all of the games from my “games of the decade” list (including the honorable mentions). I’ve also added things that I’ve written about, included in a video, or done a capsule review of. Below the fold you’ll find a list of 32-bit games that no longer function on macOS Catalina. I’ll update the list as I test more, or if developers get around to updating them.

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Let’s Study The Witness

This past March, at SCMS, I walked out on a paper being delivered by Oscar Moralde on The Witness (Thekla, Inc, 2016). I did so not out of disinterest. (I’ve enjoyed Moralde’s papers in the past.) Nor did I do so out of rudeness. Rather, I did it because of spoilers. Moralde was kind enough to warn ahead of time that his paper would spoil a small portion of the joy of teasing out the behaviors of The Witness’ world, and advised those who hadn’t played it to leave, lest they deny themselves a rich intellectual—and some would even say emotional—experience of personal discovery. And, in my eternal shame, as of March of 2017, I still had not played The Witness. Even though it had been sitting right there in my Steam library for months. (Ashlyn Sparrow and Whitney Pow can attest to the truth of this story.)

Moralde’s paper was a wake-up call to me that I needed to get better about my gaming backlog, if for none other than purely academic reasons. And I think I’ve done a pretty good job of keeping up on things in real-time since that moment. (I played Tacoma, already!) I offer this story, though, not (strictly) as a chance to to advertise my newfound dedication to keeping up with recent releases, but also as a warning. Basically, the heads-up Moralde offered in front of his talk also applies here. The pleasures of The Witness are the pleasures of discovering puzzle mechanics, and you will deny yourself a small portion of those if you watch this new video essay I’ve whipped together.

That said, if you don’t mind spoiling such things, or if you’ve played The Witness already, go ahead and dash right in. This video is considerably shorter and more focused than my previous experiments in the “Let’s Study” format. It focuses on the pedagogical aspects of the game’s puzzle design, in particular its fondness for safe failure. Whether it’s encouraging assumptions about its mechanics that quickly get proved wrong, or setting up perceptual bad habits only to nip them in the bud, Jonathan Blow’s puzzle design in the best portions of The Witness front-load failure, so as to hammer home lessons. I hope you enjoy my short tour through this technique!

As before, a full transcript of my narration is below the fold. (I’d love to eventually add these as subtitles to the YouTube upload for accessibility reasons, but that is beyond my abilities, at the moment.)

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