Member Reviews
*Everything To Play For* dives into the fascinating world of videogames, exploring their power to inspire change rather than just push profit. Marijam Did blends sharp cultural insights with personal stories to show how gaming communities and creators are shaping the future of the industry. From classics like *Pong* to today’s sprawling multiplayer worlds, this book highlights both the creative magic and the challenges behind the scenes. Whether you’re a casual player or a gaming pro, it’s a thought-provoking look at how games can level up society.
Publishing date: 17.09.2024
Thank you to Netgalley and Verso Books for the ARC. My opinions are my own.
This book has me feeling a little mixed ...
I picked this up because I have been gaming since the early 2000's and still going strong to this day. Learning more about my other favorite hobby is always fun. Except ... I didn't learn anything new.
The biggest problem for this book is who it caters to. Gamers like myself who have been here for years already know most if not all that this book is talking about. It doesn't bring anything new to the table, and what it brings feels more targeted at people who might not play videogames.
This group of people, those who don't play, might find this book either too hard to read or not for them at all. It is filled with terminology you might require a bit of knowledge about to understand. Thankfully, the author has an index and definitions/explanations of the words on almost every page. But this makes the book a lot heavier to read (at least for me)
I did enjoy the talk of how the gaming environment is both extremely toxic (to people and the planet), but also grounds for a great hobby and community, and artform that will and has ravaged the world. These, in my opinion, are the themes that the book would have benefitted even more to talk about. Although, I did enjoy the chapter on videogame history.
Final ranking and star rating?
3 stars, C tier. As mentioned, I am very mixed. This book will have a hard time finding the right audience. Some interesting talking points. Some themes that more people need to talk about and confront.
A very middle of the street kind of book.
As someone working in the gaming industry, I was really looking forward to this book, hoping for some fresh insider insights. While it's probably going to be really informative for newcomers to the industry, Everything to Play For didn't quite hit the mark for me.
This book ends up in a frequent pitfall of non-fiction titles - it starts from very basic explanations and only scratches the surface of the more in-depth ideas.
That said, there were definite highlights. The section on the history of gaming was clearly well researched and fun to reminisce about. The author did a solid job highlighting both the big names and some lesser-known early developers, especially the hidden women who made it happen, which was refreshing to see. I also enjoyed that the author didn't shy away from discussing the difficult topics. Gaming has had its dark moments over the years, and while there was no magical solution provided, at least it pushes the readers to consider where we came from and where we're headed.
I really wanted to love this book more. The blurb seemed interesting and I was ready for a book by gaming professionals for gaming professionals, but the execution just didn’t click for me. If you're a newcomer to the topic and would like to understand the gaming industry however, you might really appreciate it.
✨ Disclaimer ✨ I received a free copy of this book and this is my honest review
Granted I'm not though I’m not an avid gamer, but Everything To Play For by Marijam Did reshaped my perspective on the video game industry and why it matters. Did is as a canny and fluid guide through the worlds of gaming, culture, and politics. Her deep dive into the material conditions behind video game production is a much-needed corrective. With smart examples, personal memoir, and the right dose of insider knowledge, Did sheds light on the often brutal realities of game development, and how both consumers and workers can--and should--expect more. Definitely recommending to gamer friends and acquaintances.
I unfortunately have to DNF this book around 55%
I don't know who this book is for. People who are very active in the video games world and community will already be aware of most if not all of the controversies, events and issues explained in this book (and will notice how some details are actually wrong or weirdly explained/mentioned), while people who are not really into video games likely will never pick up this book. It is stuck in an in-between where the writing assumes the reader needs definitions of basic gamer language, but also that they'll care about super niche details and examples instead of an overview of general topics or problems to address with video games.
I think this book's strength is the first section about video games history (although it is quite US centric) and it could be interesting for someone who doesn't know about video games but wants to know why they're always associated with violence.
Thank you NetGalley and Verso Books for the opportunity to read this ARC.
This is a great overview of the endless issues in video games for people not in the industry. It is well written and (mostly) well researched.
I discovered a number of issues, however, which keep me from suggesting this book to others. One of the first inconsistencies came when the author discussed the differences between 'The Last of Us' game and 'The Last of Us' HBO show. The discussion here is specifically about episode 103 of the show where Bill and Frank are introduced. This is an amazing episode of the show, and, yes, it is not a part of the game in the same way. In the game, the relationship between Bill and Frank is left up in the air. There are hints towards it being a romantic relationship, and that the two of them had a falling out. The reasoning behind this interaction (Joel and Ellie meet Bill, and hear about Frank. Later they find Frank who has died by an apparent suicide) is for Bill to state that it is dangerous to care about anyone in this world - a warning to Joel to keep his emotional distance when it comes to Ellie.
Whereas, in the HBO show 'The Last of Us', an entire episode is devoted to Bill and Frank and their relationship.
Did states in 'Everything to Play For' - 'Although the two scripts had the same writers, they felt that TV audiences that would struggle with a more nuanced approach to gay characters.' (I feel there's something left out here as the sentence copied here from the book is not grammatically correct) . This is not true. The writer of that particular section of the game 'could' have been Neil Druckmann, or one of the other many talented writers on the team. The reasoning behind not showing a gay relationship between Frank and Bill possibly had nothing to do with what the writers felt their possible audience would or would not balk at. Structurally speaking, there wasn't room for Joel and Ellie to 'visit' Bill and Frank as their fate had already been sealed prior to the arrival of the playable characters.
Whereas, when it comes to the TV show, the showrunner and writer of the episode, Craig Mazin, wanted to dig into the relationship between Bill and Frank because, as a gamer and great admirer of the game, he saw something which was already in the game that he wished to bring out.
Eventhough Druckmann is credited as one of the writers for this particular episode, Craig Mazin, the showrunner and lead writer of the series, was the main writer for this particular episode (something he gets into in his Scriptnotes podcast regarding this exact episode) and Druckmann was a consultant. Mazin did not work on the video game script. It is possible that Druckmann always wanted to elaborate on the relationship between Bill and Frank and felt he could not. Or, he might never have considered this relationship at all. To make the leap to 'this was left out of the game as gamers would not be interested or would react negatively to a gay relationship' is a reach with nothing to back it up. And the statement 'Although the two scripts had the same writers....' is entirely false.
I feel this small section made me wary of the motives of the author and how her arguments are presented. Did goes on to state that 'All this only underlines that games are now entering a truly mature chapter in their existence where, depending on where we veer the industry's course, they can either concentrate the vilest impulses of our society or provide a space for experimentation and make a real positive difference in pop culture.' While I agree that these are two possible routes for game creators to take, I also feel they've been making these decisions for far longer than 2020.
Again, for people who are interested in learning about the history of games, and more specifically what happened in the industry that allowed something like #Gamergate to occur, and the fallout from that horrible situation, this is an excellent book. Did covers all of the horrible aspects of game studios. And every one of these instances need to be called out until there is real change. But in a book such as this, one must make arguments based on facts not bending those facts to fit their narrative needs.
"Everything to Play For" offers an insightful look into the world of video games and their impact on society. With a blend of analysis and personal anecdotes, Did explores how gaming is shaping our culture, from entertainment to education and beyond. Whether you're a seasoned gamer or new to the scene, this book provides valuable insights into the evolving role of video games in our lives.