It took a pandemic to make us realize that we craved more control over our world.
It took an internet connection, a dreary winter, and a cleverly placed advertisement on the hottest game content delivery service to entice a million people across the world to sign up for it—EveryAll, the game that promised the most immersive experience of our lives.
It took thirty seconds to realize that, somehow, we were no longer just playing the game—we were in the game. We were the game.
It was perfect.