Archive for June 20, 2005

Johnson Corrections and More Games

due to the fact that every rss parsers that lists me
have a tendency to duplicate my posts if I edit them,
I’m posting my corrections here:

Who knows, maybe part of my cerrebellum is bursting these days into new worlds of intricately connected patterns, this book is admittidly a step forward for Johnsons though. Should have been: Johnson’s thought.

Additionally Johnson’s book seems badly researched compared to Strogatz’s Sync but that’s kinda to be expected I mean Strogatz did after all pioneer and co-author most of the papers that contributed to emergence. Should be: Johnson’s book Emergence.

But Everything Bad Is Good For might be the first time Johnson is truly investigating a subject passionate to him with the tools of his trade. Should be: passionate uniquely to him

Remember than in our own grammar and language principles are not always continous. I think it should be dis-continous.

Sure, but remember we’re looking at this through the gaze of mathematics and while these numbers might have refered to time or some other factor in our senusal world it might be a simple case of an inversion of the way we imagine the effect and not the actual effect we’re witnessing.

I wrote a short little easy in my book awhile back while reading Everything Bad is Good For You. One thing I have noticed is that games do seem to shuck off literary plotlines. I mean it’s really not that hard to re-do something like Half-Life (which is pretty complex in itself) and put it down in a language that displays more emotion while changing the goals from saving the world to saving yourself or navigating the scars of consciousness or society etc. My point being, good narrative games only lack the willingness to put more mature or interesting themes into their structure to make them more like literature of television. Of course the creation of more complex games specifically intended to actualize and play on our more intellectual sensibilities would be great ( I mean make it release it on the internet sell your 1000 or so copies who cares?). The indie game market is definitely growing as homebrew games stagger in complexity and the number of board programmers looking for something different grows. But video games acceptance as an art form depends on their ability to eschew simple entertainment and actually make us grow as people. Creating new confines to games might be one answer, I mean Edger, Kafka’s protagonist in the metamphorsis, could easily fly out of his room and proceed to become a superhero, but the very act of becoming a bug humbles him. He is afraid to leave his room or differ from what is proper, conveying such states in a game can be hard. Do you really wanna spend 30 minutes trying to figure out a way to defy the inherint social programming of your character? Such guestions have already been entertained by game makers all over the place.

I was thinking it might be nice to introduce some basic social programming into video games. Anxiety, sweat, fear, euphoria, something more than the pyschedelic sequences that over all your screen as your eat the poisin mushrooms, smoke the cigarettes, or get hit by the poision tip dart. But perhaps the fun in video games is the way the deliver worlds with out these contratins, outside of polite society.

June 20, 2005 at 9:26 pm Leave a comment


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