The Games Industry: Accelerationism and the Hauntological in Microcosm

I’m currently doing a load of research into accelerationism — when am I not — for a new thing. I’ve been digging far back into the blogosphere to try and accurately trace its development from its 2007 beginnings to the present, but without all the distracting retconning of various philosophers who have at one time or other expressed an accelerationist opinion. (I found a very early Benjamin Noys post where he offers a few examples of accelerationist positions and one was a quote from Roland Barthes so I’m left feeling like just about anyone could be a Noysian accelerationist at this point.)

What I’m currently intrigued by is how the accelerationist split first emerged. (Alex Williams’ (at least I think it’s his) old blog is proving to be fascinating reading right now — straight-up red-hot Landianism over there — no surprises he’s since deleted most of it.) In fact, its split is arguably its founding gesture — an appropriate Big Bang moment for the first blogosphere when the first atom split and birthed a whole network of weird social media enclaves that just keep splitting.


Most people should know by now that “Accelerationism” as a term related to political philosophy was coined by Noys but it was arguably Mark Fisher and Alex Williams who made it what it is. (And, credit where due, Steven Shaviro’s blog was arguably the blog where the initial discussion started.) I’ve mentioned this a few times on here and on Twitter but the initial developments came from  Noys writing his 2010 book The Persistence of the Negative in which he critiques Continental philosophy’s obsession with affirming a certain kind of negativity. Fisher, in deftly trollish fashion, then affirmed Noys’ negative critique. In hindsight, this may have been a mistake on Fisher’s part but, for better or for worse, the name stuck and everyone has been confusing Noys’ and Fisher’s versions ever since.

It seems to me — although I’m still untangling this — that Fisher did this to demonstrate that Noys’ position as being somehow above this entanglement of negations and affirmations was a fallacy. In late capitalist society, we affirm negations and negate affirmations every day. The problem is that this process is far from the vaguely similar process first described in Marx’s dialectical materialism. This is to say that, in the 21st century, the dialectic of capitalism’s positives and negatives has become wholly impotent. This was the discussion within the blogosphere. It was not simply about how all the Conties affirm the negative but about how the negative itself was and remains in crisis.

So why not just be positive? Fisher’s argument was that that is what capitalism wants. It wants positivity all day every day. In this sense, the negative takes on a new potency but it has lost its effective charge. The question was, how can the negative produce the new? Accelerationism, in Noys’ hands, as that byword for everything “bad” about capitalism was the perfect sandbox to try this out in. Can we affirm the negatives of capitalism to produce the new?

It wasn’t as simple as that though, because nothing ever is. Accelerationism was also picked up by the blogosphere because it had obvious implications for the various and already well-established discussions around hauntology.

The relationship between the two is quite interesting, I think, and it is also far more nuanced than the usual assumption of accelerationism is fast and hauntology is slow. As Fisher noted in one post, this is not a philosophy of mind-numbing tautologies where what is negative is bad because it is negative and what is positive is good because it is positive. In fact, what seems to really galvanise discussions around accelerationism is that it is seen as the positive cultural charge to hauntology’s negative charge. Taken together, each with their own internal positives and negatives, they describe a strange tension within the 21st century.

The full argument I have about this might get hashed out somewhere else in more detail but I thought of an illustrative example of this relation that is culturally still prevalent (if not more prevalent) over a decade later but which doesn’t fit into what I’m working on: the games industry.


Accelerationism, as hauntology’s hyperactive cousin, was seen by Fisher and others as an analysis of the ever-increasing speed of technological progression under capitalism and how this was affecting human cultural production and the production of subjectivity. These issues are all still pertinent today. In fact, they can arguably be seen most readily in the microcosm of the games industry.

There, technological hardware is being improved at an astounding rate, with new devices, consoles and ways to play appearing with an increased frequency, and yet it is also an industry currently infatuated with remakes of classic games.

Why is this?

In some ways, the reason is practical. The technological innovations far outpace cultural development so that those foundational cultural experiences become lost as the hardware improves. Because we have memories longer than the rapid cycle of a “console generation”, we don’t just desire the new all the time. Sometimes we want the comfort of something we know. So what do you do if you want to play your old games?

There are some obvious answers. People might still own their old consoles, for example, but playing them on modern TVs can be a nightmare. (I, for instance, still lug my N64 with me wherever I go but it is increasingly temperamental.) Do I need to keep time capsules of all my old home entertainment technology if I want to enjoy something? This level of fetishism is commonplace, with people preserving old setups like vinyl nerds, but it’s hardly practical. There are other workarounds and emulators, of course, but the industry itself seems like it is only just coming to appreciate its tandem responsibilities — not only pushing out new products to feed the desire for the new and improved but also its responsibility to archive and retain access to past experiences that are in danger of being left behind and lost to the casual player who doesn’t sideline as an amateur games historian.

The main reason why this is an important consideration is that it is arguably one not shared by any other medium. Although they do get remade with a depressing frequency, a film doesn’t need to be entirely remade to be enjoyed easily in the same way that a game does. For games, it is a question of accessibility as much as aesthetics. This is to say that it is not always just a money grab but a way to celebrate the existence of something technologically maligned and also remind aging gamers of their foundational gaming experiences that they might want to enjoy for a lot longer than the rapidity of technological development may allow. Still, speed is a factor here. We’re not talking about experiences from decades ago. One decade might be all it takes for the remake treatment to become feasible. This timescale might shrink in future if nothing changes.

Here’s the problem of capitalist speed and cultural drag in a nutshell. The quick fix of just remaking old titles and making them shiny again is one way to do it but it doesn’t always solve the practical problem.

There is a further side effect from this, however. I wonder, considering how precarious gaming culture is, with technological progression and cultural instability leading to what we have at present — a frenzied stasis — isn’t it also this precarity that has led to a largely reactionary culture within the gaming community? One that salivates over superficial progression (graphics!) whilst hating real change? Is this not the very same issue that we see everywhere in society, albeit on a micro scale? That is to say, isn’t it precisely this capitalist acceleration, independent of human culture, which only causes it to drag, that leads not to a frustrated capitalism but to an increasingly reactionary subjectivity? Isn’t the fact that gamers are often such sensitive small-c conservatives a result of a sort of cultural-subcultural negative feedback loop? Stasis becomes a demand left oddly unfulfilled because capitalism cannot help but speed ahead of the lifespan of our desires.


“Well done, Xeno”, I hear you say. “You’ve demonstrated an obvious point about late capitalism using a really annoying example.” But part of me also feels like, if gamers could see themselves as the microcosm of neoliberalism that they are, maybe they’d be less sensitive about incompetence in their industry and more sensitive about how that incompetence mirrors the wider world around them.

Biden is Bethesda, you guys. Will you think a bit more about politics now?

7 Comments

  1. Your description of the reactionary culture of Gamers feels spot on. It’s a kind of displacement of an entire world into the worlds of games themselves, as well as into the culture of the industry that creates them such that it is both an escape from the macrocosm and its recapitulation of the same structure. The door they thought of as ‘exit’ lead them deeper into the gut of the beast. This is a horrible realization however, and it must be repressed. Gamers are virtually Robinson Crusoe-ing it up exactly so that they don’t have to deal with Joe Biden. Bethesda, or whoever, become the symbolic scapegoat only when they represent in too high a resolution the false ‘outside’ in the sense of newly re-manufactured desires seeping in, most recently as some kind of culture war / ID Pol shit, but also in terms of the failures of our world to generate any genuinely satisfactory, meaningful desire. Video games might not be meaningful, but they’re consistent.

    1. Yes, exactly. The vague suggestion that the gaming industry is separate to rather than epitomising many of the sociocultural side affects of capitalism and its crisis has always been bizarre to me. Robinson Crusoe is the perfect analogy — landing on a desert island only to rebuild the civilisation left behind, warts and all. Excellent comment. Thank you!

  2. I like a lot of this essay but the critical conclusion (that rapid technological change leading to unplayability of classic older games is what is responsible for reactionary tendencies in the gaming community) is silly & hard to swallow.

    1. The argument is more that the way the games industry has neglected the preservation of its own culture and left it to fans leads to a protectionist attitudes. You see it everywhere. On a less microcosmic scale, it leads to xenophobia in neglected communities and conspiracy theories like “The Great Replacement”. It’s just scaling down the crisis of capitalism and fitting it to an industry that is oddly lagging behind in terms of its awareness of how those crises and the politics that embolden them affect it.

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