#26 2021-11-23 16:13:16

OneMadGypsy
Guest

Re: Quake 9

@triple_agent

That was an interesting read. Do you have a space, more proper than quaddicted, where these philosophies are collected and preserved? I'd probably subscribe (or whatever) if you do.

#27 2021-11-23 17:44:47

triple_agent
Member

Re: Quake 9

OneMadGypsy wrote:

@triple_agent

That was an interesting read. Do you have a space, more proper than quaddicted, where these philosophies are collected and preserved? I'd probably subscribe (or whatever) if you do.

No, I create whatever places, I am not worried about preservation of anything, neither do I aim to capitalize on it.

#28 2021-11-25 00:00:40

triple_agent
Member

Re: Quake 9

I imagine that young people, who lack yet an extensive or "viscereal" knowledge of the world around them, tend to do better with appreciation of "digitalism". This, gives rise to the question of formative influence, the consumer media - overly simplifying an image of reality - could have over children. On the other hand, adults - unless channeling an experience through the lens of sentiment - easily become turned away, if a thing, defies their definitions of reality and therefore, what is worth of personal time and energy investment.

Ultimately, an adult - the way I see it - is a person, who would most likely ask: how will this, enhance my chances in the race of survival and success? In leisure, taking the time to simply rest or meditate; expand own intellectual horizons or just chill out - could make for a more attractive option, than to put effort into processing of boldly artificial information, investing own self in a dimension, which superficially, does not bring any explicit profit - unless, it does bring one a profit; but such, are few, rather than many cases. People forget that gaming, is actually an effort; it does require one to "do" something - it costs energy. The rest, is reward estimation.

Someone said that a successful game, under contemporary conditions, should primarily address the young audience - justifying the stance with sheer merit of commerce, minding how the young and the adults, prefer to spend whatever the money they have - and I think this to be true; but while addressing the young people, one ought to remember that the task, is eventually to give a constructive example.

There are games and there are meta-games. Meta-games - "games above games" or "games to play game" - speculatively a thing of adults; focus mainly around life narratives and life practices, such as building certain facades and appearances in front of others. To a degree, it is a game of liar. Likewise, contemporary gaming industry, in the meta-game of success in commerce they play, fail to show their young audience, a constructive example of adult, socially responsible behavior.

I think the latter, is the ultimate, toxic influence, the gaming world, suffers nowadays.

Last edited by triple_agent (2021-11-25 01:03:50)

#29 2021-11-26 08:55:39

triple_agent
Member

Re: Quake 9

Digital games, are meant to exhibit the technological capabilities of contemporary age, in a way understandable to the public. That, used to be a paradigm.

Even though the classic purpose of "showing how far can we get with what we have" is not gone and will not be gone, as long as technology advances - despite the changes, throughout the time, one thing, has remained constant in the landscape - the games, are still meant to "wow" you.

Ways and means to "wow" the recipient, have diversified - as the gaming medium, became more widespread and popular - assuming manifold contexts and layers, to achieve the effect. For example, to those aware of the original, an old game, can "wow" with how well it may be restaurated and brought back. Open source communities, can "wow" players worldwide with excellence or usefulness of a project done with little to no budget at all.

Independent games, crafted by solitary developers or small studios, can "wow" with extraordinary and creative ways of design, possibly giving rise to new trends in the field. Minimalist games, can "wow" with interactive story intricacies and impressive complexity of universes created. Puzzles, may "wow" with clever challenges and a sense of intelligent completion.

Ultimately, a community around the game, may "wow" with enthusiasm and love for the project, bestowing a deeper reason to remain involved. Players, may "wow" developers with constructive feedback and diverse contribution. Developers, may "wow" tinkers with pliability and accessibility of the game technological aspects.

If a gamescape, does not "wow" you - it is likely not worth of your time.

Last edited by triple_agent (2021-11-26 16:43:31)

#30 2021-11-27 08:07:28

triple_agent
Member

Re: Quake 9

What is "singularity"? It is the ultimate clash of paradox. If there was a virtual reality matrix so perfect, that it mimicked the sensual reality, to a degree of confusion - connected to a virtual reality gear, that became so feasible, widespread and popular, that people, practically transited into living solely within the virtual reality, through the use of said virtual reality gear; what would have become of the sensual reality itself?

We would live on a map - a map, that matches the landscape it is supposed to describe, with such precision, that the map, resultantly has become to ourselves the landscape it was supposed just to describe. It could start with cars, portraying the road image on a car front glass - now turned to a big monitor - so that to give a driver clear information, diminishing the risk of failure due to changing weather conditions or human perception issues.

Chaos factor, such as animal collisions, should be calculated in and likely evaded, through a highly advanced observational system - most probably, operating from space - cooperating with equally advanced GPS, marking every move and physical change around the road. Not all roads would be available with such service at start, but eventually - everything.

In the end, going back to reality, would be like going on a trip to another dimension; a dimension less predictable and maneuverable.

Some say that on a cosmological level, the amount of computing power, required to properly emulate the sensual world, roughly equals the amount of matter within the same universe, capable to be employed in relevant computational processes for the task [theory is philosophical rather than scientific].

In other words: you need a universe, to generate a universe. Life, indeed is tautological - the purpose of life, is life.

What if we had two exact copies of the same world, each drawing the other, redundant? What would happen, is probably - the singularity; an acting paradox, like a gap between, which would consume both the pretenders.

If there were two copies of the same world, available at your hand - one evolutionary, one artificial - which one would you choose, knowing the other, due to laws of economy and nature; eventually, should collapse and turn to nothing, leaving you only with the instance chosen? What would make you choose what you think, you chose? What would be the difference?

I think, the difference, is all in our minds - like in everyday life, it is not really about what is "better"; it is what we believe, is to be right. Belief, makes all the difference - but it is the game we play. That is why, power struggle, is a struggle to control the belief; because belief, drives choices.

Last edited by triple_agent (2021-11-27 12:15:33)

Quick reply

Write your message and submit
Are you human or robot? If you have trouble, mail to spirit åt quaddicted døt c

Checking if this is requested by a real person and not an automated program.

Board footer