“It is frustrating that people still think of board games as being like Monopoly, just going on forever and ever, with players sat there circling the drain until it’s over,” laughs Chris Backe, “when there’s a new generation of board games that allow us to explore aspects of ourselves we don’t generally get to explore. It’s like the movies or novels, only with games you’re not a watcher but a participant. With games, we get to step out of our skin”.

Backe is a rare beast: he’s a full-time board game designer, always working up 20 or so new concepts for his company No Box. He’s testing them, seeing what works and what doesn’t, and over recent years seeing his industry enjoy a huge revival—to the tune of USD16b in annual sales, thanks in part to the pandemic. Over his years in the business, he has concluded this: it’s not that people like to play, but that they need to play. And not just in structured ways, as with games or sports, but in manners that have no purpose at all beyond the pleasure of doing them. We’re not just talking about children here; we’re talking about grown-ups too.

“I’m a strong proponent of the idea that adults should play, by which I mean play that is defined as self-chosen and self-directed, not driven by coaches, not something you have to do,” says psychologist Peter Gray, author of Free to Learn and one of the world’s leading scholars of play. “All play in a sense has rules, maybe handed down [from] generation to generation, sometimes implicit, sometimes just made-up on the spot. But we all need to play more. Play has made us what we are”.

And not just us. All mammals play, from dolphins to dogs. One theory proposes that those mammals are capable of using objects as tools. Like a monkey using a stone to break open shellfish, for example, or the first instance when a stone is used as a toy. Utility came later. Others stress how, despite its energy expenditure, and even the occasional injury, natural selection has not weeded play out, as might be expected.

In part that’s because play is often a process of exercise or stress relief, both good for us. But it also has a much more important role. One key idea—first proposed by Karl Groos in his The Play of Man (1901)—is that play not only allows the nervous system to develop ready for certain activities later in life but it also functions as a kind of practice. Of those skills required for survival, learning to cope with unexpected events, and preparation for doing things as a competent adult.

The skills and values explored in play can be specific to a child’s culture—Groos suggested the likes of hunting, skiing, canoeing or horse-riding. It seems that children’s readiness to play at these is instinctual; they observe and mimic without being prompted. The skills can also be more universal. Play, for example, is often social—first is the need to decide together what and how to play, so cooperation and communication are essential.

In fact, animals that are more dependent on their group for survival tend to play more, with, as Gray argues, hunter-gatherer societies positively suffusing nearly all they do with play. From religion to work and ways of settling disputes, all the better to suppress any drive to dominate. In play, you have to learn to control your impulses, like in play fighting where you’re almost hitting your opponent but never actually. It’s as much mental as physical too. Being self-directed, play also fosters creativity, imagination, experimentation and independence.

It’s why, argues Rene Proyer, professor of psychology at the Martin Luther University in Halle-Wittenberg, Germany, while some of us play in more obvious, more socially acceptable ways—he cites those who play video games, use colouring books for “mindfulness” or who build the complex sets LEGO created specifically for adults (“Adults welcome,” as its ad has it)—we all tend to play in one way or another. Humour, fantasy, daydreaming, sexuality all offer forms of play, as does language, as the very phrase “wordplay” suggests. People often use play as a means of getting through repetitive tasks, inventing challenges for themselves, he notes.

“[If you play with children] you soon learn that almost anything and everything can be play. But, in a way, adults are more free to play because our worlds are larger [than children’s],” Proyer suggests. “And there are good reasons to continue to play as adults, even the opportunity it brings for continued learning. But the easiest answer to the question of why adults should play—and the most correct one—is that it’s fun. Play can be used to maintain alertness, or to keep you in the moment. It’s through play that you can enter a ‘flow state’.”

This idea, of being fully immersed in a feeling of energised focus and enjoyment, is now more commonly cited about sport or the production of art—but it was first proposed, by the psychologist Mihalyi Csikszentmihalyi in 1990.

And yet the evolutionary necessity of play has long been side-lined, even denigrated. Sebastian Deterding, professor of design engineering at Imperial College, London, and a researcher in playful design, says play got in the way of industrialisation and its need for reliable labour. Capitalism saw play as a waste of time; play became associated not with positivity but with the Bacchanalian wildness of festivals.

“Even in the Medieval period kings would complain about peasants playing cards rather than improving their archery or doing something ‘useful’. And religions have often had bans on games because of their relationship to gambling,” he says. “Today in the [first] world the norm is to have roles and duties — as an employee, as a parent—while caring for oneself and one’s dependents. And play doesn’t fit into that. It’s seen as trivial in a culture in which everything is measured in terms of productivity. Even sleep and fitness are about improving your ability to fulfil your social role, while sport is considered to have the necessary function of being a community ritual.”

Historically some games got what Detarding calls a “free pass”: early board games—the likes of Snakes and Ladders—were morality tales dressed up as games, while chess or backgammon were associated with a kind of brain-training. Even when play is discussed today there is, he says, often some vague kind of attempt to legitimise it—it’s a way of getting the family together, or it’s for the improvement of one’s well-being, “even that the PlayStation you just bought was in the sale,” he laughs. “But attitudes to play are changing—there’s more institutional approval, for example, with big museums running exhibitions on video-gaming; there’s more questioning of the values we’re expected to subscribe to. There’s also been a lot of boredom over recent years”.

“In one sense play is on the up, especially coming out of the pandemic. People had a lot of time on their hands that previously they hadn’t, and turned to play as something to do, even as a way of dealing with the situation,” says Jeremy Saucier, assistant vice president at The Strong National Museum of Play in New York and editor of the American Journal of Play. “Sure, play has long been associated with childhood—play is ‘what kids do’—even as many adults became more open to it, and even if they might not have called it ‘play’. Yet there’s still a certain risk in revealing that you ‘play’ in modern culture. Play is still considered to be frivolous in a highly competitive world”.

Unless, of course, that highly competitive world co-opts play in the pursuit of improved efficiency in business or consumer engagement with a product: the so-called ‘gamification’ of the workplace and education, in training and marketing. This reveals a philosophical conundrum. “Play has so many possibilities and there are ways to harness it to bring all sorts of benefits. But if you assign a purpose to play, is it still really play?” asks Saucier. “The danger is to recognise that play is good for us and then trying to throw play into everything. Then it just becomes performative”.

Remarkably, even play among children is under attack. Ana Fabrega, founder of Synthesis—an educational system based on the idea that children are hard-wired to learn skills the likes of collaboration, autonomy and competence through play—was a career teacher with experience in school systems around the world. She notes how with the notable exception of the education system in Finland, time for free, unstructured play has increasingly been squeezed out of school timetables in favour of academic study and the pursuit of higher grades.

It’s not just in schools either. “We’re seeing the rise of a culture of safetyism in which parents don’t want to expose their children to even the slightest risk, even though the instinct to explore risk [through dicing with heights, speed, dangerous tools or elements, and so on] is fundamental to children from a very young age,” she says. “Play is being trained out of us, so it’s no wonder that by the time we leave education, we tend to think of it as not being serious. But we have to take play seriously—it matters, not least because it’s the engine of invention”.

According to Peter Gray, the last 50 years or so have seen other cultural influences gradually erode children’s access to free play too, notably the rise of TV and, more recently, gaming devices keeping children within the domestic sphere rather than being “free range” and out in the world. In parallel, this period has seen a huge rise in all sorts of mental disorders among young people.

“The whole reason why childhood is so long is to acquire the characteristics necessary to be an adult. You’re gradually given more and more freedom and so must learn to solve your own problems—how to keep your playmates happy, how to deal with differences,” says Gray. “Now we have generations who have grown up without that [training] and absolutely it’s had a [negative] impact on them”.

In 1955 the Dutch historian Johan Huizinga, in his book Homo Ludens (playful man) proposed that human culture arises and advances through play; that the pillars of culture, from art to literature, philosophy to the law, arise at times when adults had the freedom and time to play. It’s through play that we innovate. That might not bode so well for a globalised world in the 21st century.

Indeed, Gray says there is evidence to suggest that the good mood fostered by play allows people to perform better at the kind of problem-solving that requires novel thinking. And that, since the 1980s, curtailed childhood play has had a marked negative impact on creativity, as far as it can be measured. “Play teaches creativity, so now we’re producing far fewer creative people in an era when society really needs people to be creative,” he argues. But, he adds, we’re also seeing it reflected starkly in what he notes as the reduced independence and competence of current late teens and 20-somethings. He worries that this will likely become the norm for future generations unless the greater free rein to play, which was historically given to children, is rapidly reinstated.

“We’re seeing high rates of emotional breakdown among college students, for example, often for what would have been considered very trivial reasons a generation ago,” he observes. “Lacking the beneficial childhood experience of play, they haven’t learnt to steel themselves [against challenges], to understand that you can have a negative experience and somehow you survive. There’s an inability to accept negative consequences and to take responsibility for their own failures. Our changing regard for the importance of play [in childhood] is behind all of this”.

That also suggests why we need to take a more positive view of play more broadly, not just for tomorrow’s children and the adults they will become, but for adults today. Rene Proyer notes that the huge popularity of smartphone- and console-based video gaming—an industry that has long since eclipsed the film business, for example—suggests that the desire is there. The average age of a gamer now? 33, with players equally split between men and women. We just need to be more open about embracing the benefits of play—and to recognise that playfulness as a state of mind is a skill that can be developed.

“For a long time, it was thought that video games were just for kids. Back in the ’80s I was almost embarrassed to tell other grown-ups what I did for a living,” says David Mullich, the leading video-game designer for the likes of Disney, Apple and Activision. “Now everyone is slowly discovering how essential play is. It’s in play that we cast off our responsibilities, fears and certainties to engage in challenges that have no material outcome. It’s through play that we find catharsis. We find new meanings in the world. Without play, we wouldn’t be fully human.”

HBO

This story contains spoilers for the season finale of The Last of Us but not the video game, The Last of Us Part II. You're safe. (For now.)

Grizzled fans of The Last of Us, we have some big news. Season 2 of the post-apocalyptic series will reportedly continue to follow the plot of the game closely, which will have massive ramifications for those who know exactly what goes down between Joel (Pedro Pascal) and Ellie (Bella Ramsey) in the second installment. "If that does take place in the show," Ramsey told Esquire in our cover story, "I don’t know that I’m emotionally ready for it."

In the first season of the HBO series, the unlikely duo of Joel and Ellie set out on a cross-country trip to find a cure for a deadly fungal infection that turns victims into zombies. (We're simplifying, we know.) It proved to be a smash hit—even setting viewership records during its 2023 airing. The series also managed to keep fans of its source material, 2013's The Last of Us video game, relatively happy with its faithful retelling of its dark, emotional story.

According to our 2023 interview with Pascal, the adaptation will remain true to the game in season 2 "like entirely, I think." The actor added in Esquire's accompanying "Explain This" video that, "It wouldn’t make sense to follow the first game so faithfully only to stray severely from the path. Now, more recently, on the red carpet at Sundance Film Festival for the premiere of his new film, Freaky Tales, Pascal told Deadline that the showrunners are, "always going to find ways to build on the incredible source material that they have, and surprise us with how they can use that material in a different format like a television show." Still, the leading star maintained that he, "wouldn’t want to spoil it for anybody, and the truth is, I don’t actually have all of the information as of yet."

For those looking to dive deeper, both The Last of Us Part I and The Last of Us Part II are available to play on PlayStation. The Last of Us Part II also just received an official remaster ahead of season 2, which is out on January 19. "I tried to play the game but I was really shit at [using] the controller," Pascal revealed to Esquire. "It looks like a lot of f**cking fun, but I was so bad at it."

According to HBO chief Casey Bloys, the network isn't eyeing a release for season 2 until 2025. Still, there's a lot to look forward to between now and then. Check out everything we know about The Last of Us season 2 below.

Is Anyone New Joining the Cast of The Last of Us Season 2?

Yes. HBO has officially locked in the actors for season 2's most important players: Abby, Jesse, and Dina. To start us off, Kaitlyn Dever (Dopesick) is officially joining the cast as Abby—AKA, the most influential member of The Last of Us Part II's insane story twists. Though we won't spoil anything here, just know that fans of the video game who are aware of what lies ahead have been eagerly awaiting this announcement. We'll just leave you with a short teaser from HBO that describes Abby as, "a skilled soldier whose black-and-white view of the world is challenged as she seeks vengeance for those she loved."

According to Deadline, Dever emerged as the frontrunner following the end of the SAG-AFTRA strike back in November. "Our casting process for season 2 has been identical to season 1: we look for world-class actors who embody the souls of the characters in the source material," co-creators Craig Mazin and Neil Druckmann said in an official statement. "Nothing matters more than talent, and we’re thrilled to have an acclaimed performer like Kaitlyn join Pedro, Bella and the rest of our family."

But that's not all. The Last of Us has also cast two other major players for season 2. Young Mazino (Beef) was announced as Jesse, while Isabela Merced (Madame Web) will play Dina. Jesse is a selfless member of the duo's new community, according to HBO, while fans of The Last of Us Part II will recognise Dina as Ellie's eventual love interest. Merced also recently starred alongside Dever in the Shakespearean film Rosaline back in 2022. Speaking about casting Mazino, the Last of Us creators stated that he is "one of those rare actors who is immediately undeniable the moment you see him."

HBO

What Will Happen in The Last of Us Season 2?

Of course, The Last of Us season 2, like season 1, will have a clear roadmap to follow: 2020's divisive The Last of Us Part II. The sequel has even more material to cover than the first season—which compiled all of the events of the first game into its nine episodes. "This should be fairly obvious to anyone by now, but I don’t fear killing characters,” Mazin revealed to Esquire. “But the important thing to note is that neither Neil nor I feel constrained by the source material."

Showrunners Mazin and Druckmann hope that the remainder of the show will have something for anyone watching—from newcomers to devoted fans of the video game series. If you need reassurance that the HBO series will pull off any changes to the game, just look at episode 3's story of Bill and Frank, or even the flashback scenes of Ellie and Ramsey from episode 7. "We will present things, but it will be different," Mazin told Variety. "Sometimes it will be different radically, and sometimes it will be barely different at all. But it's going to be different, and it will be its own thing. It won't be exactly like the game. It will be the show that Neil and I want to make."

Pascal and Ramsey will also be back in Vancouver, according to Deadline, where a majority of the second season will be filmed. Though The Last of Us takes place in the U.S., much of the first season was actually filmed in Calgary, Alberta. For fans of the series, they're already well aware that the duo's time in the Pacific Northwest makes for a majority of the story to come.

What About Beyond Season 2 for The Last of Us?

Well, even though the series plans to follow the plot of The Last of Us Part 2 "exactly" there's a big question about whether or not the show will end after just two or three seasons. What happens when HBO runs out of material? Will Mazin and Druckmann start dreaming up new plot points to finish the TV series like Game of ThronesIt's a tough choice, especially since creator Druckmann and his video game company, Naughty Dog, are also busy with the next installment in the The Last of Us video game franchise.

"Our plan is to do it not just for one more season. We should be around for a while," Mazin told a panel in Las Vegas, according to Deadline. Earlier, he also told IndieWire that, "Even though we were greenlit for a season of television, Neil and I felt like we can’t just make a season of television without considering what would come after. There is more The Last of Us to come. And I think the balance is not always just about within an episode or even episode to episode but season a season." That includes, potentially, original stories in other cities told beyond the material from the game. We could be looking at a whole world of Last of Us stories, and not just material adapted from two video games.

That's all we'll say about that! We don't want to accidentally reveal the shocking events that occur in The Last of Us Part II. In the coming months, Esquire will break down even more about how the HBO series will adapt the franchise's brutal second entry. For now? Just enjoy the good news: clickers will be sniffing you out well into 2025.

Originally published on Esquire US

Every gamer knows the feeling. You're enjoying your favourite game, when all of the sudden: the sun rises, the clock reads 6am, and you realise that you've accidentally played through the night. We've all done it, so don't lie to me and say that you haven't; just accept that we've chosen to walk the Gamer's Path. Curse our squishy, human bodies for needing to shut down for a third of every day! If only we could play Tears of the Kingdom forever.

Well, those diabolical geniuses over at Nintendo were listening—and they've somehow done the impossible yet again. Enter Pokémon Sleep, which is a combination of two totally disparate things: a sleep tracker and a video game. Has Nintendo finally created a title that you can play when you're unconscious? Is 24/7 gaming now a reality?! Surprisingly... yes. In just my short time with the game so far, the mobile app is clearly more than a glorified alarm clock. Pokémon Sleep is the most intriguing experience the popular collect 'em all franchise has created in recent memory. Well, at least since Pokémon Go had me running around outside at night, pointing my phone at trees.

Pokemon Sleep is clearly meant to teach a younger audience how create good sleep habits. The thing is? I can actually see it working.

Here's the gist: like any sleep-tracking app, Pokémon Sleep needs to sit on your bedside, listening to and registering every toss and turn. Based on how well you slumber, different Pokémon will appear in the morning. If you were restless all night, maybe you'll see an exhausted Pikachu but get the recommended amount of deep, well-rested sleep, and your Pokémon Sleep camp will be full of slumbering creatures. Pokémon Sleep also boasts a full Pokédex of adorable entries, all of which describe various Pokémon's favourite ways to sleep.

Don't enjoy the gameplay? Well, Pokémon Sleep is also a fully-functioning sleep tracker, providing insight into not only how many hours you snoozed per night—but how well you slept. Pokémon Sleep splits your sleep quality into three categories: Dozing (you probably have one eye half-open), Snoozing (solid!), and Slumbering (you went full Snorlax, buddy)and at the end of every night, you get a sleep score. (More on that soon.) The game is clearly geared toward teaching a younger audience into creating a good sleep schedule and develop habits. The thing is—I can easily see Pokémon Sleep actually working for kids. The experience is cute, won't demand much of your time, and it features Pokémon. Who wouldn't want that?

I went to bed last night thinking, Pikachu is going to be so mad at me.

There is, of course, some weird mobile-game wonkiness going on in Pokémon Sleep, which might leave you wanting to use a Fitbit like a normal adult. Pokémon Sleep's story revolves around a Snorlax that you're raising and researching while you dream. When you wake up, your sleep report converts to "Drowsy Power," which is a numerical score in the millions. I slept for six hours and earned a sleep score of 60/100. When multiplied by Snorlax's 40,000 strength, it became a Drowsy Power of 2,400,000. (Makes sense!) You can also increase Snorlax's strength with meals, snacks, and countless other little treats that serve as in-game microtransactions—which cost real money. I can't imagine spending a dime on this game just to get a higher score. But who knows! With access to their parents' credit card information, children wield unlimited power.

I'm not sure if Pokémon Sleep will fix my real problem: how late I stay up watching TV and/or doomscrolling. But last night, I went to bed thinking, Pikachu is going to be so mad at me! And he was! It wasn't my intention to upset the little guy! So maybe, just maybePokémon Sleep will fix me.

Originally published on Esquire US

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