Masters of Disruption: Table of Contents
A frequently updated guide to the longform project I’m serializing online.
Check here for links to the latest posts from my new longform project, Masters of Disruption: How the Gamer Generation Built the Future. It’s a follow-up to my first book, Masters of Doom: How Two Guys Built an Empire and Transformed Pop Culture.
Table of Contents
PART I: ENTER THE METAVERSE
2 John Carmack isn’t Down with Facebook’s Meh-taverse.
3 John Romero Has Seen the Future
4 Reddit’s Alexis Ohanian and the Power of Community
6 The Importance of the Holodeck
7 Tom Hall Wants a Nice Version of the Metaverse
8 Long before Meta, there was Second Life
12 Building a Toy Version of the Metaverse
13 Building a Toy Version of the Metaverse Part II
14 Long Ago, There was There.com
16 "A 'cyberspace' as it is often imagined is beginning to be feasible."
PART II: SHORTCUT TO THE FUTURE
17 “With AI, I’m looking for that clever hack.”
18 “You can have any experience you want.”
19 “All the really great things took into account the limitations of what they had to work with.”
20 John Carmack reveals his vision for the AI future: the Universal Remote Employee.
22 “I miss making metal chips.”
23 “It doesn't seem catastrophic to me if AI becomes a dominant form.”
PART III: EVEN MORE FUN THAN REAL LIFE
25 Tom Hall on the Future of VR Game Design
26 In 1991, VR Got Real (Goofy)
27 How Gamers Brought the Army into Virtual Reality
28 John Romero on the Future of AR and VR Gaming
29 How the VR sci-fi fantasy of Ender’s Game became a reality for the U.S. military.
32 Can video games replace the outdoors? Maybe not in our hearts, but certainly in our brains.
PART IV: PLAYER VS. PLAYER
33 Rage Quit
34 Fear, Loathing, and “the Dawn of Cybersports”
36 Interview with Dennis “Thresh” Fong, the first pro gamer
38 The Pre-Millennium Female Fraggers Who Broke Open the Boys' Club
39 Larval Game Jocks Circa Y2K
PART VI: CHANGING THE FACE OF GAMING