From his 1972 article on the early videogame:

Spacewar as a parable is almost too pat. It was the illegitimate child of the marrying of computers and graphic displays. It was part of no one's grand scheme. It served no grand theory. It was the enthusiasm of irresponsible youngsters. It was disreputably competitive ("You killed me, Tovar!"). It was an administrative headache. It was merely delightful.

Yet Spacewar, if anyone cared to notice, was a flawless crystal ball of things to come in computer science and computer use:

  1. It was intensely interactive in real time with the computer.
  2. It encouraged new programming by the user.
  3. It bonded human and machine through a responsive broadband interface of live graphics display.
  4. It served primarily as a communication device between humans.
  5. It was a game.
  6. It functioned best on, stand-alone equipment (and diarupted multiple-user equipment).
  7. It served human interest, not machine. (Spacewar is trivial to a computer.)
  8. It was delightful.

In those days of batch processing and passive consumerism (data was something you sent to the manufacturer, like color film), Spaccwar was heresy, uninvited and unwelcome. The hackers made Spacewar, not the planners. When computers become available to everybody, the hackers take over. We are all Computer Bums, all more empowered as individuals and as co-operators. That might enhance things … like the richness and rigor of spontaneous creation and of human interaction … of sentient interaction.