Thursday, July 30, 2026

Video Games are a Hobby Again


One of the strangest things that has happened over the history of video games is so gradual that most of us never noticed it.

Somewhere along the way, we quietly stopped thinking of video games as a hobby.

We began thinking of them as a destination.

Or worse, a lifestyle.

That assumption is so common now that it is rarely questioned. Modern games often seem designed around an unspoken goal: become the one game that occupies as much of a person’s free time as possible. Stay relevant forever. Become someone’s primary hobby—or perhaps their only hobby.

I think it’s worth asking a much simpler question.

Should they?

A Hobby Has Seasons

Imagine someone frantically hitting golf balls into a snowy field behind their house in January because they were afraid of missing their daily golf streak.

It sounds ridiculous.

Not because golf isn’t enjoyable.

Because golf is a hobby.

Golf naturally comes and goes with the seasons. Some years you play more. Some years you play less. Sometimes life gets busy. Sometimes another hobby captures your attention. Then spring comes, the clubs come back out, and you’re delighted to play again.

Nobody thinks you’ve “quit golf.”

You’re simply between golf seasons.

Many hobbies work this way.

Gardening.

Fishing.

Camping.

Skiing.

Reading.

Photography.

People naturally move toward and away from them throughout their lives.

Why should video games be different?

Video Games Used to Have Natural Rhythms

The earliest arcade games almost forced healthy rhythms.

You might spend an hour at the arcade after school or between university classes. You played a handful of games, laughed with your friends, spent a few dollars, and went home.

The relationship wasn’t with one game.

It was with gaming itself.

Home consoles changed things, but not necessarily in a bad way.

You might receive a game at Christmas and spend much of the winter exploring it. You’d finish it, replay your favorite parts, perhaps lend it to a friend, and eventually move on.

Thirty years later you could pull the cartridge out of a drawer, plug it into the same console, and experience that same magic all over again.

The game patiently waited.

It never punished you for leaving.

Online multiplayer changed the rhythm again.

Friends might spend three or four wonderful months playing Call of Duty, Battlefield, or another favorite together before naturally drifting toward other games—or toward other parts of life altogether.

That wasn’t failure.

That was a hobby behaving like a hobby.

The Exception Isn’t the Rule

There are always exceptions.

Every gamer has that one game that somehow becomes part of their life for years.

For me, that’s Grand Theft Auto Online.

For someone else it might be Minecraft, World of Warcraft, EVE Online, or Stardew Valley.

Those games genuinely resonate with certain people.

That’s wonderful.

But exceptions should not quietly become expectations.

Building every game around the hope that players will devote years of continuous attention to it misunderstands what most hobbies naturally are.

The Pleasure of Returning

One of the greatest pleasures of a hobby is coming back to it.

Anyone who has dusted off an old guitar, gone skiing after the first snowfall, or opened a favorite board game with friends knows this feeling.

The break is part of the enjoyment.

Psychologists have long observed that we adapt to pleasurable experiences. Familiar pleasures gradually become less intense. Sometimes the best way to enjoy something again is simply to leave it alone for a while.

Video games are no different.

Stepping away from a game for months doesn’t diminish it.

Often it restores it.

Some of my happiest gaming memories involve returning to games after long absences.

The excitement wasn’t despite the break.

It was because of it.

Games Should Fit Into Life

Children have school.

Adults have work.

Both have families, sports, vacations, friends, illnesses, holidays, and countless other responsibilities and interests.

Video games occupy the same finite twenty-four hours as everything else.

That isn’t a problem to be solved.

It’s reality.

A healthy game doesn’t need to win every hour of a person’s life.

It simply needs to make the hours that are spent with it enjoyable.

A Better Goal

Perhaps we should stop asking:

“How do we keep players playing forever?”

Instead we might ask:

“How do we create a game that people are genuinely happy to return to?”

Those are very different goals.

The first measures possession.

The second measures affection.

One tries to become someone’s entire hobby.

The other accepts that life is richer than any single game.

Video Games Are Still a Hobby

I love video games.

I’ve played them for nearly my entire life.

I’ll probably still be playing them decades from now.

But I don’t want them to replace every other hobby, every season, or every rhythm of life.

In fact, I suspect that allowing games to occupy a more natural place in our lives would make them even more enjoyable.

Sometimes the healthiest thing a player can do is finish a game, thank it for the memories, and go live the rest of their life for a while.

The remarkable thing is that, if it’s truly a great game, it will still be there waiting when the snow flies again.

Tuesday, July 14, 2026

Fan Sites, Love Letters and Likes: How We Learned to Make Money on the Internet

 


There was a time when the internet wasn’t really about making money.

That sounds strange today, especially to younger readers who have grown up in a world of influencers, sponsorships, subscriptions, premium tiers, affiliate links, paid newsletters, and endless reminders to “like, share and subscribe.” But for many of us who first logged onto the web in the mid-1990s, money wasn’t the point.

Curiosity was.

Community was.

The internet wasn’t yet a marketplace.

It was a frontier.

The Early Internet

When I first began exploring the web, simply owning a website was unusual. Personal domain names were rare. Most ordinary people didn’t even know how websites worked, let alone how to build one.

The internet belonged largely to hobbyists, programmers, university students, and enthusiasts.

If you loved StarCraft, you built a StarCraft strategy page.

If you loved Wing Commander, you built a Wing Commander fan site.

If you loved photography, trains, astronomy, or tropical fish, chances are someone had already spent hundreds of unpaid hours creating a little corner of the web dedicated to that passion.

These weren’t businesses.

They were love letters.

The reward wasn’t a monthly subscription.

The reward was finding someone, somewhere in the world who loved the same strange thing you did.

That was enough.

The First Internet Careers

Of course, people still made money.

Just differently.

The obvious winners were the web developers.

If you knew HTML, JavaScript, Perl, PHP, or CGI, companies suddenly needed you. Every business wanted a website, and very few people knew how to build one.

A talented web developer could build websites for law firms, restaurants, schools, charities, local businesses, or whoever happened to knock on the door.

They weren’t becoming internet celebrities.

They were becoming skilled tradespeople in an entirely new industry.

Others sold software.

Some created shareware.

Others reviewed books or computer hardware and eventually earned tiny affiliate commissions when someone bought something through a link.

Banner advertising slowly appeared.

Google AdSense would eventually arrive.

Most sites made very little.

Many barely earned enough to pay for hosting.

That was okay.

Making a living online was still the exception rather than the expectation.

Communities Instead of Platforms

One thing I miss from those years isn’t the technology.

It’s the neighborhoods.

Every major game seemed to have its own forums.

Every fan site had its own personality.

Every community developed its own inside jokes, traditions, moderators, local celebrities, and culture.

Logging into a game’s official forum felt like walking into your favorite local coffee shop.

You recognized people.

You remembered old conversations.

Arguments continued for years.

Friendships formed.

Today, much of that has migrated to Reddit.

That isn’t necessarily bad.

Reddit solved real problems.

Companies no longer needed to build, host, moderate, and legally manage enormous discussion forums. Instead, millions of conversations could happen under one roof with sophisticated moderation tools and enormous audiences.

It was efficient.

But something quietly disappeared.

The neighborhood became the city.

The little fan sites slowly vanished.

The love letters became apartment buildings.

Then Came Monetization

None of this happened because someone became greedy overnight.

The internet simply grew up.

As audiences grew larger, opportunities appeared.

People realized they could earn a living making videos.

Writing newsletters.

Teaching courses.

Reviewing products.

Streaming games.

Producing podcasts.

The creator economy exploded.

In many ways, this was wonderful.

Talented people who once struggled to find an audience suddenly could.

Artists no longer needed galleries.

Writers no longer needed publishers.

Musicians no longer needed record labels.

For many creators, this democratization has been life-changing.

But something else grew alongside it.

Friction.

Today, one creator might have:

  • a YouTube channel,

  • a TikTok account,

  • a podcast,

  • a newsletter,

  • a Discord server,

  • a Patreon,

  • affiliate links,

  • sponsors,

  • merchandise,

  • premium memberships,

  • online courses,

  • exclusive livestreams,

  • and several different social media platforms.

None of these are inherently bad.

Many creators genuinely enjoy building these ecosystems.

But it is remarkable how much of today’s internet revolves around not just creating value, but managing increasingly complex ways of receiving it.

The New Currency

Ironically, the internet has always traded in roughly the same currencies.

Only the proportions have changed.

In the 1990s, people often accumulated:

  • reputation,

  • friendships,

  • knowledge,

  • community,

  • and status.

Money came later, if it came at all.

Today, many creators understandably begin by asking how something can be monetized.

Again, this isn’t a criticism.

If someone creates real value, there is nothing wrong with being rewarded for it.

The internet simply matured into an economy.

The surprising thing is how many of its original gifts still remain beneath the surface.

Some Things Never Changed

The internet is still remarkably good at helping unusual people find one another.

Someone fascinated by medieval swords.

Someone restoring antique radios.

Someone documenting birds on their apartment balcony.

Someone explaining little-known mechanics in a twenty-year-old video game.

None of these audiences need to be enormous.

They simply need to exist.

The internet still excels at connecting people through shared curiosity.

Perhaps that’s why so many of the most memorable communities weren’t built by marketers.

They were built by enthusiasts.

The technology has changed.

The business models have changed.

The algorithms have changed.

But genuine enthusiasm still has a way of finding its audience.

Looking Forward

I don’t think the future belongs exclusively to giant influencers or tiny hobbyists.

It probably belongs to both.

Some creators will build enormous media businesses.

Others will quietly cultivate communities of a few hundred or a few thousand people who simply enjoy gathering around a shared interest.

That may sound old-fashioned.

In a way, it is.

Because beneath all the subscriptions, platforms, algorithms, and monetization strategies, the internet still remembers what it was built for.

Helping people who care deeply about something discover that they are not alone.

And perhaps that has always been its most valuable product—one that no algorithm, platform, or business model has ever managed to replace.