Deception in Gamespace and Simulation
Simulations deceive, games do not model.
Folksonomies: simulation gamespace
Immersion in the Simulation Makes it Hard to Question It
Individuals become immersed in the beauty and coherency of simulation; indeed simulations are built to capture us in exactly this way. A thirteen- year- old caught up in SimCity, a game which asks its users to play the role of urban developers, told me that among her "Top Ten Rules of Sim" was rule number 6: "Raising taxes leads to riots." And she thought that this was not only a rule of the game but a rule in life.3 What may charm in this story becomes troubling when professionals lose themselves in life on the screen. Professional life requires that one live with the tension of using technology and remembering to distrust it.
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Folksonomies: simulation
Games Do Not Model/Simulate, but are a Business
This is how the world appears to game design: There are dependent and independent variables. Designers, through trial and error, will work out which are which. They will choose cultural, business and technical options that maximize long term advantages. If it doesn’t work out, they will do it over. Time is essentially of a piece. It is homogenous, but it can be divided into equivalent units, just like space. Civilization III models not so much ‘civilization’, as the game design business, which in turn models gamespace, or topology as it presently exists.
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Folksonomies: gamespace