09 APR 2015 by ideonexus
Hints at Life Being a Simulation
Without going into unnecessary detail, we have built into the simulation a few telltale incoherencies—such as the idea that consciousness depends upon the brain, some logical paradoxes, and the measurement problem (etc) surrounding quantum physics. In SG the pieces are allowed to discover and reflect upon their “world” and to ask themselves whether it really makes any sense. Once they realize it doesn’t, the question is when they will hit on the correct explanation of their predicamen...Folksonomies: simulation real life
Folksonomies: simulation real life
16 NOV 2013 by ideonexus
Rule #1 Expand
Well, first thing’s first: we need to expand. We need to create a second base, and a third, and a fourth. We need to use our resources to build more resource-gathers, and fast. The enemy scouts are likely approaching already. How might we do that? Well, there are only so many ways to make money in this world. We already have a day-job, which will act kind of like our home base, so now we need to expand to other types of revenue-producing activities that will serve as our satellite bases. T...This is sort of the strategy I take to my online persona, publishing blog posts, guest articles, CC books, etc, etc, creating an expansion of content to improve my online presence and reputation.
16 NOV 2013 by ideonexus
"Real Life" General Game Play
The first thing you'll notice about Real-life is that it about 9 months to start a new character, mainly because two other players have to "register" for a new player to enter the game, fortunately now-a-days "registering" is happening more and more frequently, unfortunately this means that the "sever" getting overcrowd. But back to starting a new character, after waiting 9 months, you enter the game (in a pretty graphic way) but after the tutorial begins, with learning about the breathing an...It takes nine months to spawn and everything is a mini-game.
16 NOV 2013 by ideonexus
A Harsh Death Penalty Affects the Game "Real Life"
While certainly realistic, the harsh death penalty makes players think twice before trying anything adventurous. Risk avoidance then leads to long stretches of the game where nothing much happens, which can be a bit boring. As a consequence Real Life is one of the few games where the crafting and tradeskill part of the game is more popular than the combat part of the game. Well, truth be told, combat in Real Life isn't much fun anyway. But in consequence many players spend a lot of time in RL...As a result, crafting is more popular than combat.