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Your Insanity Are Belong To Us

 

A video game and game system incorporating a game character's sanity level that is affected by occurrences in the game such as encountering a game creature or gruesome situationOn the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhereIt is how most of us conceptualize a simulation.  

We talk to the illusion of a world with many concurrent activities and a speak least metaphorically, to the agencies that can live in such places (e.gof Non-Player-Characters and Player-Characters interacting with shared world state)In the fact of today, however, such parallelism is a fiction - most games are implemented within a single simulation thread (they just iterate through all the objects quickly but in sequence.."butcher before baker before the cat jumps over the moon..."), but this is likely to change, perhaps very soon

A question for the future is how to implement larger simulations with more objectsIn a Gamespy.com article a while ago, Tim Sweeney stated that while the last ten years of programming progress were about objects, the next ten years will be about "ecosystems of objects." Buy SWG Credits keep your high powerAnd technology is moving away from an engineering-style application of linear rationality to solve problemsAs we are really have available stock of Cheap WOW GoldThey looked friendly enough--at least, no one had fruit ready to throw at usIt was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations

After our "high energy" presentation, the questions were even strangerSomeone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted pointsIan made the point, and I agreed, that doing the research for this panel made us think differently about academic researchWhile I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developersAnd there are huge gaps in what we don't knowWhere is the research about sports games, to take just one example? Anyway, the point is, I enjoyed the exercise, and learned a lot from itI hope the audience did as well

But overall, I like to think that the attendance demonstrates that developers are interested in what academics might be able to tell them (again I will point out: no fruit was thrown)And all week, I talked with developers who were interested in what was going on with research, from the smallest to the largest companiesMaybe the issue is the "larger" communityIt's always easy to abstract and oversimplify at that levelBut I know that on an individual level, there are real conversations and collaborations going onI don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to beBut then again, I haven't gotte my evals back yet.You would get more than you though with owning Cheap SWG CreditsOne problem looking forward is how to work reliably with game simulation objects in parallel (see "concurrency")As he points out, the approach of today using mainstream programming languages is to manually synchronize object state - a developer has to explicitly lock/unlock the bits of the object and figure out how it should share with other objects ("shared state concurrency")This won't scale - it is too error prone and too complicated to implement over large object setsIt is also expensive (skilled developers)Thus, we stand at the edge of the abyss looking to worlds feared with plains of bugged tribbles.

Beyond software engineering there too have been subtler claims favoring parallelized codeAssuming tools and practices catch up (a big if), can it lead to more fine-grained definitions of game simulation behavior? A character's sanity level is modified by an amount determined based on a character reaction to the occurrence such as taking a rest or slowing game progress and/or an amount of character preparationThat is, if a character is prepared for the particular occurrence, the occurrence may have little or no affect [sic] on the character's sanity levelAs the character's sanity level decreases, game play is effected [sic] such as by controlling game effects, audio effects, creating hallucinations and the likeIn this contextthe same game can be played differently each time it is played.

The comments on this at IP Funny already mention what many of you will be thinking: that this has been seen before, not only in video games but also in tabletop RPGs like "Call of Cthulhu"So Nintendo's patent may get knocked out by the prior art.[fn1]

But for me the most interesting thing is how the patenting of particular types of experience in VWs--mental disturbance, euphoria, whatever--kinda creeps me outI know why the IP system says that this type of patent is justifiable (even if Nintendo gets knocked back in this case) but it just seems strange to think that my experience of the world is mediated by a patent, and so I can't experience that in other VW environments.