
Ludogrind
Home
Research
Articles
Machinima
News Room
Documentary
Ludocahiers
-Evolutionary
Primacy
Ludosmack
Ludotainment
Films
Hype
About
Contact
Updates
12. 12 Grindless Play
11. 12 Primacy
11.10 Better CS
10.15 Play Cycles
9.1 MMovie
8.31 RMT, Gift Giving...
8.27 Invitation
au Voyage
8.27 Research
*Beyond Play
8.25 Machinima
*How
to Get to Iron Forge Airport
8.24 Machinima
*Dude
Where's My Mount:
8.21 Ludosmack
*Cultural
Branding: A Medium and Beyond
External
Links
Ban
Blizzard
Blizzard
CALIT2
Distraction-Economy
Freakonomics
Julian
Dibbell
Kotaku
Lawrence
Lessig
Marcus
Eikenberry
Mark Danger Chen
Markee Dragon
New World
Notes
No Sheep
Philosonomics
Raph
Koster
Rufus
Cubed Productions
Second
Life
Sparter
State
of Play
Synthetic
World Institute
Terra
Nova
The
Forge
Thinking
Machinima
Tyler
C
Virtual-Economy
Waterthread
World
of Warcraft
WOW Drama
WowGlider
Wow
Radio

|
|
Ludocahiers
They're here I tell you! You're next!
Invasion of the MMO Body snatchers...The seedpods have been planted and
virtual worlds have
invaded popular media, pervasive effects leading to film,
television and radio cross over. Check
here for critical
evaluation and theory.

November 12, 2007
Evolutionary
Primacy
Numb3rs, artificial reality, and
playing with emergence
100,000,000 AVATARS
6 BILLION DOLLAR INDUSTRY
54 ALTERNATE REALITIES
2 TECHNOUTOPIAN VISIONARIES
How do we escape the emerging pervasiveness of virtual worlds?
While
theater appears safe (for now), television may not be the answer,
popular
culture cross over multiplying by the hour. I made a trip home this
weekend to
be greeted by the question, "You see Numb3rs on Friday?" Well,
no. I had made a temporary escape to the Barclay Theatre to see a
modern
adaptation of Guy Bolton's Anything Goes. Meanwhile, it turns out the CBS Television
series, Numb3rs
aired an episode on evolutionary
algorithms and
the
present future of alternate reality gaming. I was happy to know my
brother
taped it. So late last night I fired up the DVR and will share my
response
here. Hopefully the analysis will draw you past its spoiler effect, a
playful
world that awaits beyond the psychological effects of plot.
Synopsis: When a
man is found dead, the team enters the world of alternate
reality gaming. However, their investigation leads to a danger for a
loved one.
The alternate reality game is temporary. Its used to
promote the MMORPG
which goes on for years...ARG is a treasure hunt played out in the real
world
using actual media...We could develop an evolutionary algorithm that
searches
the game's history for abnormally aggressive activity....People aggress
in
video games.
Law, order and ludocapitalism appear at the heart of this quest for
cybernetic
justice, questions of "abnormal play" finding its way to Western
viewers. However, I was rather struck by questions of emergence and
artificial
reality. It is particularly interesting the way in which writer Julia Herbert,
director Chris Hartwill,
and their team of FBI agents play with modern
fears of synthetic reality- emergent play, interactivity, digital
currency,
virtual economies and accumulation underlying our human desires -
all
manifest through dramatic high-tech espionage.
The murderer's fear-inducing proposal:
I have a proposal that will change your life. I need a
partner to realize a
vision unparalleled in contemporary gaming, a paradigm shift...Consider
an
emerging game economy built around an abstract combinatorial system,
played
across world wide media imbedded virally into websites, TV, text
messages, bill
boards, even radio, beyond the control of corporations...
Amita's response:
Your Playing with emergence, where the game takes on a life of its own.
The murder's retort:
Its all real life and death now
What does this sequence say about the possibility of ludocapitalism and
emergence? Governance and Control? Granted it is a television program
that
doesn't carry the same impact as say earth land bans in Korea
or US litigation over the sanctity of WoW, but nonetheless
draws into question the synthetic dichotomy between life and play, this
world
and that in cyberspace. The ultimate power is the state, real lives
lived in,
around and beyond virtual worlds. They are connected in ways generally
not
acknowledged. But where is the fear of government corruption that may
be the
next logical possibility after control is wrestled away from developers
claiming divinity over any and all aspects tangentially related to
warmongering
avatars. Conversely, have fears of government surveillance (ie Enemy of
the
State, The Matrix, etc) given way to a similar fear of corporate
surveillance?
When did the state become an ally in the fight against a power-hungry
game
industry? And does it really take actual murder to create this
realization? In this
Ridley and Tony Scott production it clearly does.
The final message seems to be this: as virtual worlds become more and
more
persistent their emergent possibilities wane. Yet simultaneously their
reality
can no longer be denied which leads to obsession with accumulations of
control-
knowledge no longer to be found solely in books, but hidden in digital
worlds
across cyberspace. The desert of the real gives way to game economies,
providing the tools needed to harness knowledge. Yet control is the
opposite of
emergence. As stated towards the end of the episode, "Emergence
requires
allowing natural and unexpected changes to occur."
But what does the
future
hold for game economies? Despite their revolutionary potential, virtual
currency
has the tendency to become monopoly money, growing extensions of
corporate control
(some notable exceptions are Eve Online, Project Entropia, parts of EQ2
and
Second Life). In the process, individual liberties are being put in the
hands
of synthetic world builders. The free market becomes increasingly
autocratic.
Innocent players are killed by divine intervention. Recall Blizzard’s
system of
exploitation and cyclical account bannings. Justice department meets
Blizzard House Unamerican Activities commitee. Who wins? Noone. The
game ends. Despite their forced interaction, it is this spirit that
seeing the
justice department stick it to the game “gods” with a search warrant
was
quite a
sight to behold. When we blatantly claim the
developer can do no evil, we risk losing sight of liberty and justice
in a
modern era of digital creationism. Perhaps in this light the spirit of
democracy should contribute
significant value to those worlds upholding strong ethical principles
of market
reciprocity? And in the end cinematic television makes a comeback to
get this
message across.
But was anyone watching?
|

|