Will people still be playing 2048 in 2048?

Talk about scientific and technological developments in the future
Post Reply
GTrang
Posts: 27
Joined: Thu May 27, 2021 5:16 pm

Will people still be playing 2048 in 2048?

Post by GTrang »

Will people still be playing 2048 (the video game) in 2048 (the year)? It would sound amusing for someone to play a video game in the same year as the name of the video game itself 34 years after it was released.

The previous power of 2, 1024 (exactly 1001 years ago), occurred during the High Middle Ages. After 2048, there will not be another year that is a power of 2 until the year 4096, near the end of the 41st century. Then, after that, the year 8192 (near the end of the 82nd century) will occur 79 years after the opening of the Crypt of Civilization in 8113 and is the last four-digit power of 2.
GTrang
Posts: 27
Joined: Thu May 27, 2021 5:16 pm

Re: Will people still be playing 2048 in 2048?

Post by GTrang »

Oh, and one more mathematically significant year (with two "perfect" dates) will occur during the 82nd century as well. Namely, on June 6, 8128, and June 28, 8128, the month, day, and year numbers will all be perfect numbers for the first time since the year 496.
User avatar
Cyber_Rebel
Posts: 545
Joined: Sat Aug 14, 2021 10:59 pm
Location: New Dystopios

Re: Will people still be playing 2048 in 2048?

Post by Cyber_Rebel »

Retro gaming likely will still be a thing even assuming some singularity event. I see no reason why not, and it might even add to the novelty of doing so.

Let's look into some further examples:

Blade Runner took place in 2019, and I and likely many others watched the film as both a nostalgia piece and seeing where our own 2019 lined up with the Cyberpunk version.

Perhaps a more apt one considering it's also a video game is Detroit: Become Human. This game is set 2 decades off from the year it was released which is 2038, and just a mere decade from the premise of this thread. It will be fascinating to revisit this 13 years from now just to see what the game might've been accurate about, and what it was wildly inaccurate about.

Something else worth considering is what exactly people in the year 2048 would be playing the game of the same name on? I doubt it'll still be a clunky smartphone.
User avatar
Yuli Ban
Posts: 5194
Joined: Sun May 16, 2021 4:44 pm

Re: Will people still be playing 2048 in 2048?

Post by Yuli Ban »

GTrang wrote: Sun May 11, 2025 4:29 pm Will people still be playing 2048 (the video game) in 2048 (the year)? It would sound amusing for someone to play a video game in the same year as the name of the video game itself 34 years after it was released.

The previous power of 2, 1024 (exactly 1001 years ago), occurred during the High Middle Ages. After 2048, there will not be another year that is a power of 2 until the year 4096, near the end of the 41st century. Then, after that, the year 8192 (near the end of the 82nd century) will occur 79 years after the opening of the Crypt of Civilization in 8113 and is the last four-digit power of 2.
2048 is only 23 years away.
What were people playing 23 years ago? Games released around 1999-thru-mid 2002
Grand Theft Auto III, Halo: Combat Evolved, Legacy of Kain: Soul Reaver, Metal Gear Solid 2, Silent Hill 2, Kingdom Hearts, The Sims, Counter-Strike, Diablo II, Tony Hawk Pro Skater 3, Deus Ex, Final Fantasy IX, Perfect Dark, No One Lives Forever, SSX Tricky, TimeSplitters, Jet Set Radio Future, Sonic Adventure 2, Unreal Tournament, UHHHHH
Yeah, I don't even need to go on. If anything, people are playing that era of games even more nowadays than they were back then, in terms of raw numbers and the explosive popularity of retro games in recent years (to the point it's become a genuine annoyance and even threat to modern gaming companies, seeing as how they want to restrict access to these games so they don't cannibalize current game sales)

As an aside about this, currently doing work on Babylon Today right now, which is set between the 2050s and 2070s. And originally I was worried a bit about how often the main character(s) showed interest in media from this era and earlier. Was that too unrealistic? Only in shlocky science fiction does anyone in the 2050s-onwards reference stuff like Led Zeppelin or the Super Nintendo, instantly dating it, surely!
Until I realized something pretty nifty and unusual: it's actually MORE unusual for people in near-future science fiction to NOT reference 20th and early 21st century pop culture. Maybe in the mid-20th century when media was far more ephemeral and fleeting due to a lack of storage and the internet, it was a sign of how much of a history/pop culture nerd someone in the 22nd century was if they recognized a then-contemporary musical artist or movie. But ever since the rise of storage media (VHSes, DVDs, SD cards) and digital storage (the Cloud), as well as the internet and streaming, if you haven't noticed, media doesn't die anymore.

I actually discussed this with ChatGPT a while back when brainstorming some distantly-related ideas for the story.
They used to say “The End,” roll credits, and that was it. You’d walk out of a theater in the 1950s or finish a worn paperback in the 1870s and feel the tingle of finality, the sense that you’d reached the last page of something discrete, completed. Sure, you could revisit the story by re-reading or re-watching, but the author’s statement was done: the characters had only so many lines, the sets had only so many backdrops, and the illusions only so much space in your mind. If you craved more, you either settled for daydreams or wrote a strange letter to the author, begging for a sequel. On occasion, you got one—maybe two—then the show was over. Fade to black, truly.

But the Y2K epoch changed all that. From roughly 1979 to 2020 (though its echoes extended well into the mid-2020s), our cultural experience lurched into a bizarre new territory that some call “entertainment post-scarcity.” It was an era defined by digital storage, high-bandwidth internet, and infinite re-access to media that, for most of human history, would have vanished like a puff of smoke. Suddenly, “The End” was just another milestone on an infinite timeline of reboots and revivals. A once-forgotten cartoon from 1929 could pop back into the public eye, meme-ified by a forum of bored college students. A flopped B-movie from the 1980s could find cult status decades later when unscrupulous fans uploaded every VHS-ripped frame to a streaming site. A children’s TV jingle from 1993 might be plastered across the web as both ironic nostalgia and genuine comfort.

Never Ending, Never Dying
What’s startling is the entire mechanism by which culture was disseminated became about indefinite preservation and recombination. No matter how obscure or ephemeral a show or a song once seemed, no matter how many times it was declared “dead,” it could always come roaring back—archived, reposted, remixed, repurposed. This phenomenon went beyond standard “reruns” and secondhand record stores. It transformed into a multi-layered tapestry of constant reexamination. The web was glutted with message boards, wiki pages, video essays, meticulously annotated fan sites. People who had once been considered fringe weirdoes—those with fan obsessions over, say, a 1960s kids’ puppet show—finally found their tribes online. Their mere presence and shared enthusiasm could resurrect that puppet show from the dustbin of history, generating just enough buzz to warrant a revival. Then a revival-of-the-revival. Then a meta documentary about the revival. On and on.

And it wasn’t just older media that got the indefinite extension treatment. Contemporary franchises ballooned into seemingly infinite expansions. A comic book introduced in 2002 could spin off into half a dozen related series, multiple cinematic universes, syndicated cartoons, video game tie-ins, and an entire ecosystem of fanfiction that dwarfed the original script in word count. In a sense, every story had the potential to become the story that never ended. Sometimes that was by corporate design—brand synergy, maximizing IP revenue—and sometimes it was driven by the unstoppable impetus of fandom, which recognized no cease-and-desist letter if it had the tools to self-publish and share content anyway.

From Rarefied Creators to Everyone’s Neighbor
In earlier eras, encountering an artist or author in the flesh was a rare treat. You might line up at a bookstore signing, watch them wave from the stage, or glimpse them in a Parisian café if you were extremely lucky. During the Y2K epoch, however, creators (and performers and cast members) had Twitter, Facebook pages, Tumblr asks, YouTube channels—open lines of communication. A teenager in Belgium could chat directly with an animator in Burbank, sometimes exchanging playful banter or niche references. The old mystique surrounding “the creators” evaporated. If you had enough nerve or determination, you could try to goad them into continuing a storyline you loved or beg them to adapt some obscure side character into a bigger role. Corporate offices took note; “fan engagement” became a metric. The result was a feedback loop: fans told creators what they wanted—creators responded, or at least teased—fans generated hype that caught the attention of studios, and so on.

Of course, with that extended feedback came new tensions. Sometimes fans demanded continuity so precise that a single hair color change or timeline retcon sparked online wars. Creators might find themselves pinned by the very canon they established decades earlier, no longer free to let a series lie dormant. Ironically, while the Y2K epoch’s technology allowed for infinite creative freedom, it also locked stories into labyrinthine canons and expectations. You couldn’t just “end” things gracefully if enough fans clamored for more.

The Commodification of Never-Ending Childhood
One of the strangest outgrowths of this phenomenon was how childhood media extended its reach far beyond childhood. That old pattern—where you move on from picture books and cartoons once you hit adolescence—got reversed. Adult fans who discovered (or rediscovered) the joys of certain animated shows and family films formed passionate online communities. They dissected the artistry of a 1994 cartoon’s background paintings or the subtext in a 1985 children’s series about anthropomorphic animals. Media giants took notice and realized they could repackage these old hits in lavish “collector’s edition” box sets or re-release them as streaming exclusives. There was money to be made from fans who never wanted to let go of their childhood favorites.

And it wasn’t just rewatching: some communities pushed these properties into new territory—fan-made episodes, crossovers, entire feature-length animations done with the blessing (or at least the benign neglect) of the original license holders. Before, the profit model for children’s TV was mainly in toy sales and limited syndicated reruns. But come the digital era, all that changed. Old cereals revived their 1980s mascots, video game publishers resurrected 16-bit titles for modern consoles. Everything old could become new again, not just once, but perpetually. This cultivated a perpetual nostalgia loop in which entire swaths of adult culture were built around media that had once been ephemeral Saturday morning fluff.

The Avant-Garde, the Postmodern, the Blending of High and Low
The Y2K epoch also saw the culmination of a century’s worth of avant-garde art, postmodern irony, and continuous self-awareness in popular culture. Punk, Dada, Surrealism, Conceptualism—these radical fringes of the 20th century had shattered so many barriers that by the 1980s and 1990s, everything was fair game. Experimental impulses seeped into mainstream pop, creating a bizarre swirl where a bubblegum pop star might commission Andy Warhol-inspired album covers. When the internet hit critical mass, it empowered even more subcultures to create, share, and remix.

Eventually, by the 2010s, meta-narratives were so common that a film might pause mid-scene to comment on its own plot structure, or a musician might write a track about writing tracks, complete with behind-the-scenes references in the lyrics. Add to this the unstoppable wave of reboots and expansions, and you get the sense that nothing could truly “die,” because it would always exist as raw material for some next-level postmodern collage. The final frontier might have been sincerity itself—people in the epoch began to question how they could produce truly “new” art in a sea of endless references. This doubt merged with cynicism, sometimes forming a comedic shell of half-ironic half-sincere creations that made you unsure how to feel. Yet ironically, that in itself became a style, feeding further creativity.

The Virtual Floodgates of Archives
One enormous enabler was that any piece of media—be it a full-length film or a 30-second toy commercial from 1967—could find its way onto the internet, circulated through user uploads and torrents. Old broadcast TV that was never officially preserved might get digitized by a random aficionado who found a dusty VHS in their attic. Thanks to the sheer scale of digital storage, once the item was online, it often found a community of watchers. This led to the rediscovery of so many “lost” cultural objects, from silent-era curiosities to regional commercials once aired only in some small Midwestern market. Meme culture thrived on these newly unearthed oddities; the weirder the find, the bigger the potential for viral interest.

And once the generative AI boom of the 2020s arrived—leading into the imagination engines of the 2030s—this endless archive became a bottomless well for the machines to spit out “AI slop.” They’d churn out new storylines using old characters, replicate voice actors from the ‘50s, scramble decades of sample data into bizarre media mashups. Some cried it was the death of artistry. Others saw it as an inevitable extension of the Y2K epoch’s remix mania. After all, if a random deviantART user could re-envision a 1930s pulp hero in modern anime style, why not let AI produce entire seasons?

Nostalgia as an Infinite Loop
Radio stations that once boasted “hits from the ‘80s, ‘90s, and today” found themselves in a perpetual present where “today” spanned a longer length of time than the '80s and '90s combined. As time marched on, that station might be playing tunes from the 2020s and still marketing them as “new,” even though they were older than some listeners. Cereal brands flipped their packaging back and forth—one year going hyper-modern minimalist, the next year ironically retro, tapping into a generation’s longing for the past. Meme culture rode the same waves: referencing old internet jokes that were referencing older memes, and those older memes referencing archaic comic strips or medieval folktales. The entire swirl of cultural references created a sense that maybe everything was just a reprint of a reprint—a comfortable VHS fuzz played in 4K resolution.

Generational lines blurred. Gen Xers pined for their childhood in the ‘70s and ‘80s. Millennials latched onto cartoons from the ‘90s. Gen Z blended the entire 20th century into a stylized aesthetic. By the late Y2K epoch, younger subcultures even fetishized the early 2010s as “the golden age of the internet.” This retro-obsession never paused; it only deepened, with each wave of technology ironically giving new life to older content rather than forging a wholly new identity.

Stagnation or Liberation?
Critics of both the left and right pinned blame on each other’s ideologies for this “eternal remix” phenomenon. Some said capitalism’s hunger for IP exploitation fueled the never-ending avalanche of reboots. Others muttered about “cultural Marxism” and the breakdown of traditional narratives. In truth, the biggest factor was the technology itself: once you could store and replicate media infinitely, across billions of devices, the practical constraints that once forced stories to end (print costs, film reels, ephemeral TV broadcasts) simply vanished. If ancient Sumerians had possessed streaming services, they might have turned the Epic of Gilgamesh into a never-ending comic saga with five prequels and a cameo from Gilgamesh in every lesser hero’s series. Maoist China, if it’d had high-speed internet, might have circulated an infinite number of red-propaganda fanfics starring real historical figures. It wasn’t purely an economic or political system at fault; it was the unstoppable effect of humanity colliding with digital immortality.

Were we liberated by this new culture—free to revisit and reshape our childhood joys, free to indulge nostalgia on command? Or were we stuck, forever recycling old tropes in an ever-thickening stew of references, never letting anything truly end? You might say the Y2K epoch answered that question with a shrug: why not both? The era embodied a paradoxical mixture of creative freedom and suffocating overabundance. Everything was possible, but nothing ever quite felt final. It was all on-demand, all of the time. Endings collapsed under their own weight, and “The End” became little more than a polite courtesy, a curtain call for an act that would inevitably reemerge in the sequel, or the crossover, or the spin-off, or the fanfic that outlived everything else.

As for the people who longed for a day when stories could be laid to rest—when you closed the book and had no choice but to move on with your life—well, those voices were increasingly drowned out. Some retreated into private offline enclaves or tried to ban streaming and digital archives in small communities, hoping to preserve that sense of finality. But for the mainstream, it was too late: once the future arrived in the form of infinite replay and remix, that final page was just another link in the chain.

Yes, the Y2K epoch was unprecedented: a grand swirl of hyper-access and hyper-consumption, a cosmic soup of memory where centuries-old compositions, decades-old cartoons, brand-new reboots, and ephemeral indie projects all jostled for attention. It was at once exhilarating and stifling, an era that taught us how to live in the perpetual reverb of our own cultural echoes, never sure if we were forging new territory or just carving more elaborate patterns into the same old rock. And yet, for those who loved never letting go, it was a paradise. For better or worse, “The End” had ended.
Ask any average person who Ally Sloper, Jack Harkaway, Varney the Vampire, or Spring-Heeled Jack is, you'll probably get a blank stare, maybe an "Oh yeah, I didn't know you knew who that was!" Mention Tom, Jerry & Logic (Life in London) and people might think that's an obscure Tom and Jerry cartoon, and have zero clue that was an explosively popular early 18th century play. And yet isn't that indicative of how something shifted after the 1960s? Tom and Jerry, a series of cartoon shorts from the 1940s and 50s, is still internationally recognized today. The aforementioned Spring-Heeled Jack is seeing new life thanks to constant references in nerdy media and paranormal lists, after being largely forgotten for a century. Few besides hardcore pulp obsessives remember Doc Savage— the Man of Bronze— but the world knows Superman— the Man of Steel, and the knockoff. So what better time for said pulp fans to stage a Doc Savage comeback?
An obscure dirty blues song from 1924, rerecorded in 1935, wound up becoming a memetic hit . There's active discussion long-lost ancient Roman stories like "A True Story", as well as the now famous memes about Ea-Nasir.
As someone into music like proto-metal and stoner rock and traditional heavy metal, I can attest that there are probably a thousand heavy psych-rock bands from 1967-1974 and British metal bands from 1979-1989 that were probably total local acts or never achieved even a local radio hit who have thousands, tens of thousands, even hundreds of thousands of views now and appreciation because of genres and scenes that arose later. Similarly, Japanese city-pop was treated as disposable background pop music in its era, just some style of playing similar to American synth-pop acts of the age that likewise faded out to oblivion... until Zoomers and Millennials obsessed with the 80s and retro anime rediscovered city-pop in the mid-late 2010s, and now these artists are MORE internationally popular than they could have dreamed of being in the 80s
Like not only are these old forgotten fables and tales being rediscovered now, but often started taking stranger forms than they otherwise would have in a more straight-laced pre-irony era. It's honestly only a matter of time before characters like those once forgotten get a second lease on life.

There's large communities out there for old, dead music genres; for Victorian-era novels; for obscure 70s and 80s cartoons; for genres of fiction virtually unheard of outside of certain regions (how many people in the West were reading cultivation novels until recently?)
One of the funniest things I've seen was that someone created a "good" version of Action 52, one of the worst games of all time, and this good version is probably one of the best
Sonic 06, one of the most infamous video games of all time and which had been left alone for almost two decades as an old-shame of the franchise, was single-handedly recreated in Unreal Engine, and this improved version is arguably the best 3D Sonic game ever made.

A random game I grew up with, Medal of Honor on the PS1, has also seen recreations in other game engines. Why? What purpose? Who would care enough about a PS1 game? Who cares, it still happened! And that's my point: especially as generative, and eventually general, AI improves, there's going to be MORE focus on past media, not less.

TLDR people will probably be playing 2048 in 2148, if humanity is still recognizable then (and I think a vast swath of it will be)
And remember my friend, future events such as these will affect you in the future
User avatar
TanishaTanTan
Posts: 30
Joined: Tue Jan 10, 2023 10:23 pm

Re: Will people still be playing 2048 in 2048?

Post by TanishaTanTan »

GTrang wrote: Sun May 11, 2025 4:29 pm Will people still be playing 2048 (the video game) in 2048 (the year)? It would sound amusing for someone to play a video game in the same year as the name of the video game itself 34 years after it was released.

The previous power of 2, 1024 (exactly 1001 years ago), occurred during the High Middle Ages. After 2048, there will not be another year that is a power of 2 until the year 4096, near the end of the 41st century. In essence, such things become cultural artifacts and come back again and again because they have their own charm. Games were played and will be played. Also gaming platforms, I [spam link removed] to see how many old and proven sites still remain favorites among players precisely because of their reliability and recognition. So I am sure that in 2048 there will be fans who will open the application for the sake of symbols and nostalgia. Then, after that, the year 8192 (near the end of the 82nd century) will occur 79 years after the opening of the Crypt of Civilization in 8113 and is the last four-digit power of 2.
Think of Tetris or Solitaire - they are still popular, although they may have become outdated long ago.
User avatar
urdestan
Posts: 30
Joined: Tue May 18, 2021 11:45 am

Re: Will people still be playing 2048 in 2048?

Post by urdestan »

Of course it probably will happen. Retro gaming is a thing for a long time.

I personally would look forward to a so-called "2048 Day" set on the day the game is released in the year 2048 if there was one.
JohnMeeks
Posts: 14
Joined: Wed Dec 14, 2022 4:11 pm

Re: Will people still be playing 2048 in 2048?

Post by JohnMeeks »

GTrang wrote: Sun May 11, 2025 4:29 pm Will people still be playing 2048 (the video game) in 2048 (the year)? It would sound amusing for someone to play a video game in the same year as the name of the video game itself 34 years after it was released.

The previous power of 2, 1024 (exactly 1001 years ago), occurred during the High Middle Ages. After 2048, there will not be another year that is a power of 2 until the year 4096, near the end of the 41st century. I was recently looking for new mobile releases with unusual mechanics of calculating winnings and came across a mega detailed review of modern virtual games with a bunch of lines and cool algorithms. I even managed to read about this on one popular resource, where the authors painted all the chips with bonuses for beginners. This is also a kind of mathematics that lifts the mood and makes the brains move, like in the same 2048. As for the future, I would first live until that year, and then we'll see what puzzles will be in trend, maybe a version of 4096 for cyborgs will appear. Then, after that, the year 8192 (near the end of the 82nd century) will occur 79 years after the opening of the Crypt of Civilization in 8113 and is the last four-digit power of 2.
People would rather play some kind of puzzle game in augmented reality right in front of their eyes than point their finger at a flat screen.
Post Reply