
As it is, the argument Blow is making is quite a complex one and because we aren't yet anywhere near the constistent standard of design he is driving for, some of the targets are particularly blurred regarding how games can be created that are more beneficial for developers and the consumers as a whole. His argument wasn't that people didn't enjoy the games they played, but that they enjoyed them for the wrong reasons, likening them to bad drugs. His opinion was that in making games in a fresh and less cynical way, designers would actually improve the experiences and the lives of the people who played them, whilst making more money and advancing the industry in the process.
Now, having listened to his lecture thoroughly, I'd like to put forward my own views...
MISGIVINGS
Not wanting to put words into his mouth, but along the same lines, a major issue I have with the industry is that games should work for you instead of having you work for them, as is commonly the case. Too many games require you to learn and abide by their rules to become a successful player. These rules often act as constraints on freedom, personal expression or experience within a game and this is usually just down to lazy or sadistic game design. This is the kind of discontent that I have been feeling for a long time with gaming, but could never really put my finger on.
I've always referred to particularly momentous game experiences as 'gaming moments' and most gamers will be familiar with that concept. To me, a gaming moment is something that occurs during play that fascinates you and produces a true emotion. When Jonathan Blow mentions in his lecture a comment he read regarding Portal in which the person describes being 'completely dumbfounded one moment to feeling a genius the next' I think that is essentially what a gaming moment boils down to. In its simplest terms, the player will be rewarded by their own emotional response as a result of what they have just experienced or achieved in a game.
In my opinion, this emotional response doesn't always have to be a good one. Take this as an example:
S.T.A.L.K.E.R.

On the advice of another stalker I had arrived at a particularly unfriendly camp where I was led to believe I could buy an expensive gun for a small amount of money. After agreeing to pay the amount to one of the men there he took the money off me, walked back to the building where they resided and told me to get lost. I'd been conned. I made to leave with my tail between my legs, my pockets considerably lighter.
As I exited the camp, I spotted the body of a man on ground. On searching his corpse I found to my surprise that I recognised his name. It so happened that I had rescued him from imprisonment at a bandit camp that morning. This shocked me because I realised that if I hadn't helped him escape, in all probability, he would still be alive. Still captive, but alive nonetheless. I was left with an uncomfortable feeling. Finding him dead filled me with guilt. If I had truly wanted to rescue him then I would have at least escorted him to safety or given him a weapon with which to protect himself and not simply concentrated on completing an objective.
It didn't take me long to turn my attention to the camp behind me. The thieves had become murderers in my mind. I didn't need another excuse to turn back and throw all the grenades I had into the building where they resided and, following a short battle, they were all dead. Vengeance was served, but the guilt I felt before was still there, because I was partially responsible for the man's death. Not only that, but later I began to wonder whether I had been correct in acted out my retribution...

NATURAL REWARDS
This is fundamentally why I felt Bioshock and Crysis were duds in a minefield of overhyped games last year. There was nothing truly involving about their existence or what they achieved. You can argue all you like about the philosophy behind Bioshock, but was it actually a part of the game?
Absolutely not. It was essentially a corridor shooter.
The scarcity of gaming moments is what defines them as moments and I think that has overshadowed my own recent experiences. Such 'natural rewards' should in fact be what define computer gaming. Games should be created on the basis that they will provide these sorts of experiences consistently.
S.T.A.L.K.E.R. has given me a taste of something that I hadn't experienced for a while. It's the gaming food that Jonathan Blow refers to and not the bad drugs. It's the sustainance we need to keep gaming alive and it is absolutely the future.