But the author (vendor?) seems to miss what was actually fun and weird about the "old days." When you screwed around with MySpace like that, you got that pleasurable frisson borne of thinking that you were doing something you weren't supposed to do -- or that you were doing something the developers of MySpace hadn't foreseen.
Creating a tightly circumscribed environment in which "glitter" is one of your built-in affordances is hardly the same thing. It's the difference between discovering rocket jumping in Doom and having rocket jumping become an intentional mechanic in Quake. The latter might still be fun, but it's no longer weird (and certainly not fun because it is weird).
Creating a tightly circumscribed environment in which "glitter" is one of your built-in affordances is hardly the same thing. It's the difference between discovering rocket jumping in Doom and having rocket jumping become an intentional mechanic in Quake. The latter might still be fun, but it's no longer weird (and certainly not fun because it is weird).