06 JUL 2024 by ideonexus

 Boredom Always Returns

Boredom can be displaced only so far. Even the most deluded of gamers can eventually realize that their strivings have no purpose, that all they have achieved is a hollow trophy, the delusion of value, a meaningless rank built on an arbitrary number. Boredom always returns. Giacomo Leopardi: “The uniformity of pleasure without purpose inevitably produces boredom.” The very action of overcoming boredom reproduces it, when gamer and game reach some impasse. There is always a limit. In games...
Folksonomies: gamespace
Folksonomies: gamespace
  1  notes
 
06 JUL 2024 by ideonexus

 Another way of looking at "flow" is to call it "non-conte...

As the gamer becomes attuned to the game, they become one event, one action; an oscillating between the line dividing self from other, and the line connecting them as one substance. If the line dividing provides a moment of autonomous self; the line connecting provides a moment of selfless purpose. In games, action has its limits. It is an endless bit-flip between targeter, targeting and target. And yet at least it effects a transformation of gamer and game. Games are a repository for a certa...
Folksonomies: gamespace
Folksonomies: gamespace
  1  notes
 
06 JUL 2024 by ideonexus

 Amorality in Games and Discovering the Algorithm

The rules of Vice City call for a vast accumulation of cash, cars and cronies, of weapons and real estate. Most of these activities are outside the law, but law is just part of a larger algorithm. In any case, the story and the art are arbitrary, mere decoration. If in utopia, everything is subordinated to a rigorous description, a marking of space with signs, in atopia, nothing matters but the transitive relations between variables. The artful surfaces of the game are just a way for the game...
Folksonomies: gamespace allegorithm
Folksonomies: gamespace allegorithm
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06 JUL 2024 by ideonexus

 History in Games

Of what use is the past to a gamer? Peter Lunenfeld: “For the most part, its blood, mischief and role playing that gamers revel in. They live in an alternative universe, a solipsistic one scripted by designers whose frame of reference extends no further back than Pong, Pac-Man and Dungeons and Dragons. The visual and storyline tropes that most of us bring with us as cultural baggage are… all but forgotten ancestral memories, thrown off, on purpose, too cumbersome to be of any use.” In t...
Folksonomies: gamespace
Folksonomies: gamespace
  1  notes
 
06 JUL 2024 by ideonexus

 Games Offer Perfect Unfreedom

In The Sims, things proliferate. Or rather, the skins of things. You can have many different kinds of sofa, or coffee table, or lamp shade, but the meter is running, so to speak. You have to make more money to buy more things. But some gamers who play The Sims trifle with the game rather than play it. These gamers are not interested in ‘winning’ the game, they are interested in details, in furniture, or telling stories, or creating interesting worlds. If a cheat is someone who ignores the...
Folksonomies: gamespace
Folksonomies: gamespace
  1  notes
 
25 JAN 2024 by ideonexus

 The Vertigo of a World Without Flaws

The exaltation of the crowds was not a response to the event of landing on the moon or of sending a man into space (this would be, rather, the fulfillment of an earlier dream), rather, we are dumbfounded by the perfection of the programming and the technical manipulation, by the immanent wonder of the programmed unfolding of events. Fascination with the maximal norm and the mastery of probability. Vertigo of the model, which unites with the model of death, but without fear or drive. Because i...
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22 OCT 2023 by ideonexus

 How Realities are Created

It was always my hope, in writing novels and stories which asked the question “What is reality?”, to someday get an answer. This was the hope of most of my readers, too. Years passed. I wrote over thirty novels and over a hundred stories, and still I could not figure out what was real. One day a girl college student in Canada asked me to define reality for her, for a paper she was writing for her philosophy class. She wanted a one-sentence answer. I thought about it and finally sa...
Folksonomies: reality
Folksonomies: reality
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23 SEP 2023 by ideonexus

 This is Real

This is real. Your eyes reading this text, your hands, your breath, the time of day, the place where you are reading this—these things are real. I’m real too. I am not an avatar, a set of preferences, or some smooth cognitive force; I’m lumpy and porous, I’m an animal, I hurt sometimes, and I’m different one day to the next. I hear, see, and smell things in a world where others also hear, see, and smell me. And it takes a break to remember that: a break to d...
Folksonomies: attention mindfulness
Folksonomies: attention mindfulness
  1  notes
 
03 JAN 2023 by ideonexus

 Q'non as an AR Game

An alternate reality game begins when people notice “rabbit holes” — little details they happen across in the course of everyday life that don’t make sense, that seem like clues. Consider the game Why So Serious?, which was actually a marketing campaign for the 2008 Batman movie The Dark Knight. The game started when some fans at a comic book convention found dollar bills with the words “why so serious?,” and George Washington defaced to look like the Joker. Googling the phrase le...
Folksonomies: conspiracy rabbit hole
Folksonomies: conspiracy rabbit hole
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17 OCT 2021 by ideonexus

 Know Then Thyself

Know then thyself, presume not God to scan, The proper study of mankind is Man. Placed on this isthmus of a middle state, A being darkly wise and rudely great: With too much knowledge for the Sceptic side, With too much weakness for the Stoic’s pride, He hangs between, in doubt to act or rest; In doubt to deem himself a God or Beast; In doubt his mind or body to prefer; Born but to die, and reas’ning but to err; Alike in ignorance, his reason such, Whether he thinks too little or too much...
Folksonomies: empiricism understanding
Folksonomies: empiricism understanding
  1  notes