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675. Has the New York Times Become a Games Company?

May 15, 2026

AI Summary

5 min read

The New York Times published an editorial in 1924 calling crossword puzzles a "sinful waste" and a "form of temporary madness." A century later, the same institution's games were played 11.2 billion times in a single year. The transformation is so complete that the Times now operates like a stealth games company—one that happens to also employ the largest newsroom in the country. But as chief product officer Alex Hardiman insists, "The New York Times is not becoming a games company." The tension between those two facts is the animating question of this episode.

The Ludic Century and the Structure of Play

Game designer Eric Zimmerman, who teaches at NYU's Game Center and wrote the defining textbook Rules of Play, argues that we have entered what he calls "the ludic century." In the 20th century, the dominant cultural form was the moving image—linear, enclosed, authored. In the 21st, it is systems of information: networked, participatory, and rule-based. "Games are an ancient form of human expression which for me have always been about systems of information," Zimmerman says. A chessboard is a state machine of inputs and outputs; playing chess is about exploring the permutations of that system. The same logic now governs how we work, socialize, and consume media. Wikipedia is not a fixed encyclopedia but a "bubbling cauldron of changing policies." The point is not that ev

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What you'll learn

  • 1 (00:00) **Opening Riddle & Thesis** - Stephen Dubner introduces the episode's theme: why adults should play more games, and whether the New York Times has become a games company.
  • 2 (04:06) **Introducing Game Designer Eric Zimmerman** - Dubner brings in the episode's expert guest, a professor and veteran game designer.
  • 3 (07:32) **What Makes a Great Game?** - Zimmerman discusses influential games and the core of game design.
  • 4 (09:56) **From Art School to Game Design** - Zimmerman's path from painting to creating *Diner Dash* and writing the textbook *Rules of Play*.
  • 5 (13:30) **Defining a Game: Math Meets Emotion** - The core tension between formal rules and human experience.
  • 6 (15:50) **The Ludic Century** - Zimmerman's argument that the 21st century is defined by game-like systems.
  • 7 (19:14) **The New York Times: A Games Company?** - The commercial evidence for the "ludic century" and the Times' pivot.

+ Full timestamped outline available in the app

Show Notes

Not exactly. But their runaway success with games like Wordle says something bigger about the way we live now. (Part one of a series, “We Are All Gamers Now.”)
 

  • SOURCES:
    • Alex Hardiman, chief product officer at The New York Times.
    • Jonathan Knight, S.V.P. and general manager for New York Times Games.
    • Eric Zimmerman, game designer, professor of game design at the N.Y.U. Game Center.

 


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