Whether it's a grimy warehouse party in Grand Theft Auto, the cartoonish Psyconaughts of Call of Duty or the rave-rave hellscapes of Cyberpunk 2077, video games rarely let real world issues impact their dancefloors. And, that's probably a good thing - because some of the gaming nightlife revolution are so immersive and fantastical that they'll have you wanting to turn off your console and head down to your local club instead.

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The 'nightclub level' is a gaming staple - it's easy to get into, doesn't require much set dressing or character animation and usually just involves thrusting your avatar onto some debauched smoky dancefloor to hunt down some ne'er-do-well. But, when they're done right - which they rarely are - these levels are so immersive and fantastical that they'll leave you thinking about them long after you've finished your mission.

There are cliches in rave space, like the way people talk down to one another and use words to distinguish themselves from others. "G demons" or 'clout chasers', for example. But, there are also a lot of incredibly cool and exciting ways that nightlife spaces can be rad and awesome.

These can be anything from a huge blimp that's riding high in the sky, a bee-themed club frequented by cyborgs or a club that specialises in allowing you to relive other people's good memories. Of course, the fact that they're rad and awesome doesn't mean they always have a positive effect on the world around them, but they still deserve to be celebrated.

Unfortunately, a lot of the time, these utopian dancefloors are actually pretty terrible. The kind of bad that makes you question whether the developers have ever actually been to a club and instead just based their idea of what a club should look like on that scene in The Dark Knight where Batman punches people at Ministry of Sound.

This might have something to do with the fact that, when they're done badly, these scenes are often centred around commodification - where the emphasis on the experience is so strong that it almost automatically requires that a wealthy, mostly white and usually male person gatekeeps the behavior and decisions of the marginalized people whose experiences they're trying to 'lift up'. This is what gives commodification its utopian shimmer - even in the goth-dystopian plague raves where there's a chance that someone might be infected and you could potentially be forced to give up your car or evict people from your apartment. 

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