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Snakisms

pippinbarr.github.io

91–100 of 148 posts

Re: Snakisms

#93

This is delightful. I only wish that someone would put it into a nondescript arcade cabinet in a hallway somewhere, so that people could stumble across it unprepared. Edit: Naturally, it turns out that Mr. Barr has a PhD in this sort of thing, and that his thesis has to do with how we demonstrate our values during the course of playing video games. http://www.pippinbarr.com/academic/Pippin_Barr_PhD_Thesis.pd...

It's not so much focused on demonstrating your own values so much as it's about UI and the conduct that the UI is able to generate through cause and effect. Like in GTA, do you try to talk our your problems or do you shoot first and ask questions later? The UI will repeatedly encourage you to shoot first and players will learn that, because if you won't, your enemies will. This is the definition of value they're usin…

But maybe after learning there would be subtle difference in play between different players, based on their values. Just like after you learn the rules of the world and are an adult, you act differently.

So for example I really just cannot bring myself to play a "dick" character in games like Fallout 4, Skyrim, Mass Effect, etc, but I know plenty of people who delight in it.

Re: Snakisms

#94
post #70
post #66

I wish Pessimism would have let the snake move outside the constrained bounds. That would have told the player that pessimism may be painting a darker "reality" than what it really is.

Pessimists consistently assign more accurate estimates on outcomes than optimists.

according to pessimists

Re: Snakisms

#95
Suddenly I regret all of my lifes choices that led me to doing anything but becoming Pippin Barr.

Re: Snakisms

#96

I guess I don't know enough philosophy to understand some of the jokes. Anthropomorphism: the apple moves like the snake, man was made to the image of god and so on. Apocalypticism: the game just ends after a few moves without notice. Asceticism: the game ends if you eat the apple, you are supposed to be like a faquir. Capitalism: you start the game with 50, spend 10 each apple you eat - when you are broke you can't…

For a moment it seemed like the "food" spawned out of the snake's "tail" in the narcissism one, but I guess I was just imagining it.

Re: Snakisms

#97

I guess I don't know enough philosophy to understand some of the jokes. Anthropomorphism: the apple moves like the snake, man was made to the image of god and so on. Apocalypticism: the game just ends after a few moves without notice. Asceticism: the game ends if you eat the apple, you are supposed to be like a faquir. Capitalism: you start the game with 50, spend 10 each apple you eat - when you are broke you can't…

Positivism's actually quite interesting from a game design point of view --- because you can only see in front of you, you can't tell where your snake is or how big it is; so you're playing blindly, waiting for that moment when you get long enough that you start glimpsing parts of your own tail coming out of the darkness... it genuinely adds new interest to a really tired old game. (Although, UI-wise, I'd like the pl…

I wonder if it's also a reference to this:

https://en.wikipedia.org/wiki/Blind_men_and_an_elephant

Re: Snakisms

#98

This is delightful. I only wish that someone would put it into a nondescript arcade cabinet in a hallway somewhere, so that people could stumble across it unprepared. Edit: Naturally, it turns out that Mr. Barr has a PhD in this sort of thing, and that his thesis has to do with how we demonstrate our values during the course of playing video games. http://www.pippinbarr.com/academic/Pippin_Barr_PhD_Thesis.pd...

> Compare, for example, the ubiquitous software application PowerPoint [171] and Grand Theft Auto: San Andreas [211]. We can identify four key differences in interaction which help to characterise video game play as distinct. First, in using PowerPoint, a user’s primary objective is the creation of a presentation and the interaction is a means to this end. In playing Grand Theft Auto: San Andreas, however, a player’s primary objective is play and the interaction is an end in itself. Second, given this difference, users of PowerPoint expect the interface to be as unobtrusive as possible, while players of Grand Theft Auto: San Andreas are specifically focused on the interface as they play: the interface is the game. Third, while we generally think of PowerPoint as solely facilitating our work, Grand Theft Auto: San Andreas frequently assigns tasks such as killing gang members, evading the police, or navigating the world. Finally, in PowerPoint the ideal user experience is seamless and without error, but a successful playing of Grand Theft Auto: San Andreas will inevitably and acceptably include mistakes, challenges, and the frequent death of the player’s avatar.

This is the first thing I saw in his paper and I have to say those claims are, well, interesting. And I say this as someone who plays video games. I can think of numerous counterexamples to each claim and even examples that conflict with every claim. Take Dwarf Fortress, who's interface is the bane of every player's existence, or Human Resource Machine which is essentially a learn-to-program game and therefore most serves its purpose when its emulating a beginner's version of MSVC. Minecraft's creative mode offers no fail states, cathartic killing sprees or explicit challenge, but merely stimulates parts of the brain capable of 3D processing. Competitive gaming like CS:GO, COD, Dota (and about 30 more) also don't fit into this model of games.

Admittedly I'm not a PhD in anything, much less video games, but this paper's analysis seems to fall short of explaining most games.

Re: Snakisms

#99
post #66

I wish Pessimism would have let the snake move outside the constrained bounds. That would have told the player that pessimism may be painting a darker "reality" than what it really is.

The game represents pessimism, the concept, not pessimism, the philosophy, unfortunately.
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