2023-02-06


Thi Nguyen’s life:

  • so many games have become fixed storyline
  • goal: take what game designers and players were saying and give it a language

Discussion

  • everything is trying to “gamify” us now, how do we deal with this?
  • "there's a wrong way to play a game" by pursuing the outcomes given without any reason or purpose around it.
    • striving activity only makes sense if the pursuit of them / process is rich and valuable and meaningful
    • journey not the destination
    • this can be wrong with free-to-play games where
    • “free-to-play” games are evil because they have to addict to you to the end goal and you have to pay to skip play
    • outcome-oriented things (clarified point system) shuts out your quiet voice that tells you what you really want -> how do you make it easier for you to actually listen to this quiet voice?
  • world is getting better at generating value systems
    • “manufactured value sugar” — what have we lost? it’s not about what we lost, it’s us being manipulated?
      • addiction by design - the UIs in diff social apps are derived directly from Las Vegas machine industry
  • we start off with nuance values and then we latch onto some kind of legible system that is more narrow and we become less
    • game-ification is legibility manipulation for our soul
      • “Seeing like a state”
    • problem with effective altruism: often you have one thing that is measurable and another thing that is intangible so we prefer the legible thing and forget about the other stuff
    • a single metric to see swamps everything. Very hard to get it to be unilaterally good (lives saved, lifespan)
      • real values are plural, rich, conflicting
  • very simple notion of agency: “something that acts for reasons”
    • e.g. lawyer, literary agent.
    • Doesn’t contain notion of free will
    • we are always acting for various reasons (e.g. teaching turn off friendliness reason)
    • agency is a construct that is responding to specific stimuli. Games hyper-clarify that and push it forward
  • agency as a "way of seeing" not an intrinsic property of a thing
    • agency and “perspective” are almost the same
    • e.g. rock climbing, sees rocks for friction not beauty
      • practical attitude vs aesthetic attitude
    • shifting agents lets you have diff views of the world
    • games force you to try on different ways of seeing and attitudes
  • you as a reader have to take a reflective journey through the medium
    • fictions encode different emotional perspectives
    • you have to get exposed to different kinds
  • before the 50s you didn’t go to “a movie” you went to “the movie”
    • people identified as specific genre fans
    • medium of film changes with the social background, same thing with games
    • if you play magic the gathering by yourself without the larger meta, you haven’t played anything like the full game
    • “Lost” was made for people to puzzle about on online forums afterwards
    • a lot of games are being designed now knowing the social context of things
      • e.g. zelda - so many nooks and crannies that are beyond what a single person can explore, they’re for a collective exploration (speedrunning community?)
        • breath of the wild speedruns, something really interesting about the game design that is enabling this complex group activity
      • two best examples of games being designed for groups like this are CCGs (magic) and large open-world games with so many things to explore
      • meaning of life is doing things that you like: games are things that you choose to do just for itself
  • recipe is lifeless, dish is a living, evolving organism. Step instructions vs. containers?
    • recipes are more accessible
    • dish is
    • shift in conceptions of rules
      • first as principles, not follow mechanically but look for exceptions “show don’t tell” and use experience to find the exceptions
      • 2nd as models: “St. Benedict” follow them
      • 3rd as algorithms: mechanically followable without looking for exceptions, reason is to cheapen the labor force
  • people can be doing the same thing but only some see it as a game
  • why are we not making more things that are artful?
    • is technology a genre or trend or aesthetic?
  • games are less like a movie and more like an art city or art government
    • agency requires deleting other agency
    • focusing naturally makes you lose periphery of others
    • its useful to delete, to prune, and clean
      • but what if we’re deleting the wrong things?
      • device paradigm: a device is something that gets you the outcome while skipping you past all the things you need to do to get that outcome
    • without a device, you get to train different ways of seeing and agency
    • wood fires create zones of heat which create zones of intimacy
      • a device is central air — heat appears wherever you want
    • a lot of whats valuable comes from these skilled activity, observations, etc. that become obviated by devices
    • if what was valuable was the process, then technology is bad