036.
Gamers are not always good Gods. It’s such a temptation to set up a Sim to suffer. Deprive them of a knowledge of cooking and pretty soon they set fire to themselves. Build a house without doors or windows and they starve. Watch as the algorithm works itself out to its terminal state, the bar graphs sliding down to nothing. This violence is not ‘real’. Sims are not people. They are images. They are images in a world which appears as a vast accumulation of images. Hence the pleasure in destroying images, to demonstrate again and again their worthlessness. They can mean anything and nothing. They have no saving power. But even though the images are meaningless, the algorithm still functions. It assigns, if not meaning, if not veracity, if not necessity, then at least a score to representations. In The Sims the world of gamespace is redeemed by providing for its myriad things the algorithm that they lack to form consistent relations.
I wonder how Sherry Turkle’s notion of ‘evocative objects’ would relate to the idea of assigning meaning to gaming images. If computer characters and imagery are to become more than our facile, attenuated subjects, it seems that we must assign them greater evocative significance.
– but there is a sort of bracketing off of the question of value in Turkle. As if what happened in the margins of gamespace where the essential thing. I argue it is what gamespace does in the main to subjectivity is what matters.
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typo: “higher power that the power one commands” s/b “than the power one commands”?
“Who can the gamer turn to?” The gamer can simply exit the game, or play a different one. It is the sim, and not the gamer who is constrained in a world for someone elses entertainmt.
And isn’t the gamer his own personal God, able, if he chooses to break the ‘algorithm’ of the game? (Cheating, exiting the game, returning to an old save, etc….)
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typo:
“the finally, Minister of Education.”
s/b “Then fianlly…”
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(Actually, since this has been written, appearance *is* given value in the Sims 2. )
(heh)
Sims could be gay in the original game too.
i fail to see the relevance
(sorry for the big block of text, it seems I am unable to make paragraphs)
The lack of any kind of qualitative difference between skins, and as you said in 038, between career paths, is what is really interesting to me here. “…these are just arbitrary names for series of levels. Any qualitative difference between levels is just an effect of an underlying quantity.” You mention that the variables of character affect the game, but only by determining which careers a Sim can excel at, which, as you have shown, are arbitrary. So the variables in character really don’t make a qualitative difference either, they just reconfigure the underlying numbers to create a slightly different algorithm, which is ultimately arbitrary as well since the larger algorithm doesn’t change at all (gain enough points and advance to the next level!) And doesn’t real life (gamespace) feel this way sometimes? As if the career choices we make, or even the choices we make while working within the career, are ultimately arbitrary and meaningless in relation to the plans of the larger power (be it supernatural or merely your supervisor)? It would be nice to be a Sim, to have our happiness be of no real connection to our jobs. The career one chooses for their Sim does not have an impact on their happiness bar. One has the same potential for happiness as a superstar and as a venture capitalist. It doesn’t matter. In this game, unlike in gamespace, the goal, the means of achieving the goal, and the rules are rather meaningless, and all that truly matters is the lusory goal (to win), and the lusory attitude.
What’s really interesting to me on this card in particular is the lack of qualitative difference between different skins and appearances. Isn’t this indeed the vision for a perfect world: “The external representations are of no account; the internal variables determine potential.”? In a sharp contrast to gamespace, the race/sex/etc within The Sims has no impact on the Sims’ happiness or their ability to work certain jobs. For me, certain video games (including The Sims and MMORPGs, among others) are interesting to consider as prototypes or blueprints for transhumanism. The transhumanist movement invisions a future wherein people are completely in harmony with emerging technology, evolving into a being “whose basic capacities so radically exceed those of present humans as to be no longer unambiguously human by our current standards.” (Bostrom, World Transhumanist Organization) While we are obviously far from anything of the sort, the assumption of a digital avatar (especially one that does not have a predetermined character, as in most single-player games) seems to me like a first step, or maybe a pre-step to the convergence of humanity and artifical intelligence. This makes sense only because the avatars are better than we are: their race/sex/etc doesn’t matter, has no bearing on their lives, and is extremely customizable/changeable. They have abilities that we do not, and their happiness is relatively easy to manage. The rhetoric of life/play (gamespace?), as Brian Sutton-Smith would have it, shifts from one of power (pure agon) to one of the imaginary (improvisation, imagination, innovation).
This can all be seen as either utopic or dystopic. Of course, it would be nice if race or sex didn’t have an impact on our potential and our happiness could be easily managed. But meaninglessness can be taken too far. If all of these thing are devalued to the point where it is nothing but numbers and code, then we lose our free will as all the sub-algorithms of our lives reveal themselves to be slaves to the larger algorithm of which we are not in control.
(Sorry for the big block of text, I can’t seem to be able to make paragraphs)
The lack of any kind of qualitative difference between skins, and as you said in 038, between career paths, is what is really interesting to me here. “…these are just arbitrary names for series of levels. Any qualitative difference between levels is just an effect of an underlying quantity.” You mention that the variables of character affect the game, but only by determining which careers a Sim can excel at, which, as you have shown, are arbitrary. So the variables in character really don’t make a qualitative difference either, they just reconfigure the underlying numbers to create a slightly different algorithm, which is ultimately arbitrary as well since the larger algorithm doesn’t change at all (gain enough points and advance to the next level!) And doesn’t real life (gamespace) feel this way sometimes? As if the career choices we make, or even the choices we make while working within the career, are ultimately arbitrary and meaningless in relation to the plans of the larger power (be it supernatural or merely your supervisor)? It would be nice to be a Sim, to have our happiness be of no real connection to our jobs. The career one chooses for their Sim does not have an impact on their happiness bar. One has the same potential for happiness as a superstar and as a venture capitalist. It doesn’t matter. In this game, unlike in gamespace, the goal, the means of achieving the goal, and the rules are rather meaningless, and all that truly matters is the lusory goal (to win), and the lusory attitude.
What’s really interesting to me on this card in particular is the lack of qualitative difference between different skins and appearances. Isn’t this indeed the vision for a perfect world: “The external representations are of no account; the internal variables determine potential.”? In a sharp contrast to gamespace, the race/sex/etc within The Sims has no impact on the Sims’ happiness or their ability to work certain jobs. For me, certain video games (including The Sims and MMORPGs, among others) are interesting to consider as prototypes or blueprints for transhumanism. The transhumanist movement invisions a future wherein people are completely in harmony with emerging technology, evolving into a being “whose basic capacities so radically exceed those of present humans as to be no longer unambiguously human by our current standards.” (Bostrom, World Transhumanist Organization) While we are obviously far from anything of the sort, the assumption of a digital avatar (especially one that does not have a predetermined character, as in most single-player games) seems to me like a first step, or maybe a pre-step to the convergence of humanity and artifical intelligence. This makes sense only because the avatars are better than we are: their race/sex/etc doesn’t matter, has no bearing on their lives, and is extremely customizable/changeable. They have abilities that we do not, and their happiness is relatively easy to manage. The rhetoric of life/play (gamespace?), as Brian Sutton-Smith would have it, shifts from one of power (pure agon) to one of the imaginary (improvisation, imagination, innovation).
This can all be seen as either utopic or dystopic. Of course, it would be nice if race or sex didn’t have an impact on our potential and our happiness could be easily managed. But meaninglessness can be taken too far. If all of these thing are devalued to the point where it is nothing but numbers and code, then we lose our free will as all the sub-algorithms of our lives reveal themselves to be slaves to the larger algorithm of which we are not in control.
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doesn’t the practice of machinima deserve more than this oblique reference? I don’t agree that gamers are all looking for freedom when playing, but even if they were, then isn’t there a sort of freedom in redefining the mass produced world of a game by forcing it to tell your story?
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