andrewducker: (Eightball)
[personal profile] andrewducker
Said thoughts being brought about by going to see a discussion on that subject because Ken MacLeod was involved (and [livejournal.com profile] tisme got me a couple of tickets).

Computer games design is, memetic - the design ideas for each one are clearly memes.  Out of the  whole of the human/computer interaction space they've colonised certain areas, largely grouped themselves into a few species, and propagate based on a fitness function of how much money they make - which is directly proportional to how popular they are.

Of course, their popularity is based on how well they affect people - they tap directly into human emotions and instincts.  Everything from simple reaction testing to provoking fear and stress responses.  Which is, in turn based on human evolution.

So you've got the evolution of computer systems, interfacing with people, their fitness function directly related to the affect they have on our nervous system, itself the result of our own evolution.

===

Also, [livejournal.com profile] autopope was there, who I seem to perpetually orbit in the same circles as, and seem to actually talk to about once a year - we ended up sitting on opposite sides of the room, and afterwards he was caught up with one group of people, and me with another.  One of these days we'll both be in the pub at the same time without me dashing off somewhere instantly!

Date: 2009-02-08 03:00 am (UTC)
From: [identity profile] chuma.livejournal.com
Computer games are, in their own way, memes.

Er.. no. Otherwise you would have to say the same about anything that is media like books, cds, videos, tv programs...

Date: 2009-02-09 12:06 pm (UTC)
From: [identity profile] meico.livejournal.com
because they're so limited (in some ways) compared to the others.

Limited in what ways? Just curious what you mean here...

Date: 2009-02-08 08:46 am (UTC)
From: [identity profile] drdoug.livejournal.com
With respect, no. Games are very obviously designed, not evolved. Not even the most eclectic and madcap designers produce stuff like evolution. Surely you've seen digital stuff produced by actual evolutionary/evolution-mimicing processes - like FPGA designs produced by generic algorithms and all that.

And the processes are quite different too - eg the degree of wholesale innovation in each 'generation' you see in games is impossible in actual evolution. And am unconvinced that there's enough of a feedback signal from one game to the next. (And what precisely counts as reproduction?).

Date: 2009-02-09 12:14 pm (UTC)
From: [identity profile] meico.livejournal.com
Why so specific to games?

What you say here seems no more true of games than of any type of product in the marketplace. I can see a slight differentiating factor in the attempt of games to directly evoke emotions and instincts, but that is also true of almost any entertainment product (movies and music especially). Any designed product is born of a culture of ideas (memes if you like), ideas which have usually been pre-filtered through the sieve of past successes...
Edited Date: 2009-02-09 12:14 pm (UTC)

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