I just ran across this piece on Unwinnable about the game Creatures, something of akin to an ant farm simulator/behavioral modeling machine. The game has no true goal, but its mechanics are incredibly complex. The purpose of the game was to recreate the phenomenon of life in a basic, algorithmic form such that the beings within could run their course from birth to death, all while allowing the player to influence their actions both directly (by giving them direct orders) and indirectly (by way of providing materials and some pavlovian operant conditioning).
Monday, January 30, 2012
Wednesday, January 25, 2012
Tuesday, January 3, 2012
super.hype: Sterilized Chaos
Fun is really hard work most of the time. Real Life
necessitates it: a night of heavy drinking is always accompanied by a terrible
hangover no matter how good of a time you had that night, unless you take the
necessary precautions and eat adequate amounts of food and space your drinks
out by the hour with glasses of water (but it’s likely that if you had a good
time, you were too busy doing that and not drinking glasses of water). Blowing
up an old CRT monitor 10 miles from the highway in the middle of Death Valley by
stuffing it with 20lbs of Tannerite binary exploding targets and firing a
large-caliber rifle at it necessitates being 10 miles away from the highway in
the middle of Death Valley to prevent the possibility of stray fragments
landing in populated areas or roadways. Having fun, good, explosive,
regrettable, coyote ugly-style fun, is annoyingly burdensome.
Not so in videogames.
Labels:
Philosophy,
super.hype
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