The Electric Light of Games

A text, traditionally, is something an author says to a reader. It is a fixed arrangement of words or images carrying a meaning someone intended. By that definition, a sandbox game like Minecraft barely qualifies. It has no scripted dialogue or no fixed narrative; it only has a system of rules the player operates freely. If meaning requires an author who means something, an open world that simply lets me do as I please would seem to say nothing at all. But this is the exact assumption Marshall McLuhan dismantles in “The Medium is the Message.” McLuhan argues that we keep confusing what a medium contains with what it actually means. The real message, however, is not the content but the way the medium changes how we live, specifically “the change of scale or pace or pattern that it introduces into human affairs” (pg. 1). Seen this way, Minecraft’s lack of a story is not a problem; it is an advantage. With no narrative to distract us, we can finally see the structure and what that structure says clearly: that land is for taking and people are resources (from the video). Put plainly, Minecraft says that the world exists to be used and its people to be exploited, which is a message the player performs without ever being told to. While the original intent of the designers might not follow this exact reasoning, we live in such a society where the act of taking without restraint is inherently built into our thoughts, actions, and biases.  

McLuhan’s clearest illustration is the electric light, a medium that carries no content of its own. Paradoxically, this is what makes it worth studying. The light “escapes attention as a communication medium just because it has no ‘content,’” (pg. 2) and so becomes “an invaluable instance of how people fail to study media at all” (pg. 2). His larger claim is that content is a decoy: the “content” of any medium “blinds us to the character of the medium” (pg. 2). A novel adapted into a film distracts us from what the film form does to us; we argue about the plot and miss the medium. Minecraft is the electric light of games. Because it tells no story, there is no plot to argue about, nothing standing between the player and the bare structure of the system. We can, instead, take the time to truly explore what the game can do, and not just what the game is about. 

What it does is visible from the very first minutes of play. I played the free demo, and in the first few minutes, before villages, trading, or any of the game’s elaborate systems become available, the only thing to do is gather: pull up plants, chop blocks of wood, accumulate material. Even this stripped-down loop carries the message. The terrain is simply there, and the basic verbs I felt the game equipped me with, such as ‘harvest’, ‘collect’, and ‘take’, treat it as raw stock awaiting improvement. A player enacts “land is for taking” within minutes, without a villager in sight and without anyone instructing them to (only the occasional Enderman). 

That logic becomes clear in a single later mechanic. To start a new village, I cannot just lure villagers with food or wait for them to appear. As Dan Olson documents in the video, the designers want me to “find an existing village and adopt and expand it,” so they make every other path inconvenient. That leaves two real options: a ridiculous potion ritual that ends in curing a zombie, or trapping living villagers in boats they can’t escape and shipping them across the world to a new “home.” The second is clearly easier. So the game makes abduction the simplest way to build a village, and as Olson notes, this does not just resemble kidnapping but the forced relocation of colonialism. Reading the mechanic instead of a story, he concludes that “game systems create metaphor.” This is McLuhan in practice: ignore the superficiality and look at the underlying structure, and the message appears.

Here is my strongest objection: surely this is intentional? The process was just so elaborate, with the boats, the traps, and the inescapable carts, that someone clearly built it. Olson resists this, calling it “a weird, emergent outcome of systems interacting” rather than anyone’s design. But the objection misses the point, for a reason McLuhan makes plain and Olson only half-grasps. Asking whether the designers meant it is the same mistake as asking what a medium’s content is: it looks for meaning in the author’s head instead of in the system. McLuhan mocks this exact reflex when he quotes General Sarnoff’s claim that technology is neutral and “it is the way they are used that determines their value,” calling it “the voice of the current somnambulism” (pg. 3). Intent is to a sandbox what content is to a medium: the thing that distracts us from the medium itself. And the effort proves the opposite of innocence. The friction exists because the designers blocked off village-founding entirely, so a player who refuses the intended path finds that the only tools left, like boats meant for travel, snap together into a colonial logic.

About the author

I am a current senior studying Symbolic Systems and first-year coterm student in CS.

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