So the original title I was going to use for this essay was "a.r.g.'s are the dissolution of writing."; but I mentioned this to my partner and she says that I can't be using words that don't mean what I'm saying. She has a particular smite for "dissolution". After we couldn't figure out if a solvent is something which dissolves in a solution, I asked her if the web-address for "dissolution.com" was taken and she said "yes. The web-address for 'dissolution.com' is taken." She didn't really say that, but she was like that. Chrissy has just claimed something which I believe is = [I am lying if the people I have told are not witness to the context in which I said it.] HOld on. I'm going to ask her if she believes that this is what she was saying. By the way, by simplifying what she said, I think I am "lying" by her definition. Or I will communicate it this way. [Chrissy's definition of lying {lying}]
Chrissy: we like made this a pan-media event. Sorry
Wednesday, April 13, 2011
Saturday, March 5, 2011
Wednesday, February 23, 2011
recording some ideas about game consumption
I apoligize, this is not nearly a complete thought, I'm just experimenting with showing work in this medium. This is probably not a post worth reading.
I wonder if one of the reasons that games are so inviting is because they are so consumable. Accessible experiences of familiarity. The experience of shopping demos is similar to something like rock collecting. I can't tell if the motivation is ultimately social. It's this wanting to know. And the intoxication of upcoming releases is like a sense that the potential for more things to know is reliable enough to day_1 shit.
I fascinated by the psychology of consuming computer games. The highs and the lows when playing the same game are so noticablely extreme. Sometimes, it's the most amazing piece of are, but after a month of playing it wears dull. But only you have changed. The game has been consumed. You've used it up. But everything is still there.
I'm also interested in the motivation to be in the virtual place of the game(the playfield). It requires engaging mechanisms. Sometimes I think of hacking my tendency to play games (by encouraging more benevolent tendencies through game design), but right now I'm interested in how does the game help the player rationalize being there. It's the abilities to do things. So I suppose that if you lack a need to explore your abilities in the game, then you leave quickly having no reason to be there.
I wonder if I will ever read this stuff again.
I wonder if one of the reasons that games are so inviting is because they are so consumable. Accessible experiences of familiarity. The experience of shopping demos is similar to something like rock collecting. I can't tell if the motivation is ultimately social. It's this wanting to know. And the intoxication of upcoming releases is like a sense that the potential for more things to know is reliable enough to day_1 shit.
I fascinated by the psychology of consuming computer games. The highs and the lows when playing the same game are so noticablely extreme. Sometimes, it's the most amazing piece of are, but after a month of playing it wears dull. But only you have changed. The game has been consumed. You've used it up. But everything is still there.
I'm also interested in the motivation to be in the virtual place of the game(the playfield). It requires engaging mechanisms. Sometimes I think of hacking my tendency to play games (by encouraging more benevolent tendencies through game design), but right now I'm interested in how does the game help the player rationalize being there. It's the abilities to do things. So I suppose that if you lack a need to explore your abilities in the game, then you leave quickly having no reason to be there.
I wonder if I will ever read this stuff again.
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