I'm reading PUSH in 2019, 13 years after its publication, so parts of it feel a bit dated. Interestingly enough, if the examples were updated, a lot of the conversations in Push would sound contemporary. It would be interesting to see what a follow-up issue of Push would look like in the current tabletop roleplaying games scene where collaborative gaming is arguably the default, fiction-first games with moves (figurative or literal) addres a huge chunk of the market, and online spaces have both spread American attitudes towards gaming around the globe more easily while making international gaming scenes way more visible and influential on game design.