we – players, critics, journalists – really struggle to appreciate that these games are created not just by the one or two people we see in a dozen pre-release interviews and profiles, but by dozens if not hundreds of people, each with some small say in what the final creative work will look like […] it’s much easier as an audience to boil the author down to a single person: the director, the lead singer, the conductor. But this obscures the realities of how that work was produced and why it is the way it is.
Quotes
The kids were motivated, busy and engaged. In my experience, the time children get into trouble is when they are not busy, motivated and engaged. It’s during that time they bully other kids, graffiti or wreck things around the school.
For McKinlay’s plan to work, he’d have to find a pattern in the survey data—a way to roughly group the women according to their similarities. The breakthrough came when he coded up a modified Bell Labs algorithm called K-Modes. First used in 1998 to analyze diseased soybean crops, it takes categorical data and clumps it like the colored wax swimming in a Lava Lamp. With some fine-tuning he could adjust the viscosity of the results, thinning it into a slick or coagulating it into a single, solid glob. He played with the dial and found a natural resting point where the 20,000 women clumped into seven statistically distinct clusters based on their questions and answers. “I was ecstatic,” he says. “That was the high point of June.” […] Most unsuccessful daters confront self-esteem issues. For McKinlay it was worse. He had to question his calculations. […] “I think that what I did is just a slightly more algorithmic, large-scale, and machine-learning-based version of what everyone does on the site,” McKinlay says. Everyone tries to create an optimal profile—he just had the data to engineer one.
How a Math Genius Hacked OkCupid to Find True Love – Wired Science
I’m not sure if I should be awestruck or creeped out.
The most enjoyable part of this story is that for all the advantages McKinlay has over most daters thanks to his math prowess, once it gets to the point of live interaction with another human he is back on equal footing.
It is my belief that videogames are irreducibly pseudoscientific, being composed of such subject-object dissolves, and that failing to account for their status as such will only serve to cut off those speculative possibilities best prepared to advance the medium. […] The relations between gamefulness and artfulness and playfulness are by no means well understood, and the prophetic power of the notgames idea has not at all been exhausted. Notgames have their formal structures, too, and I am interested in exploring them. […] I’d been calling Infinite Sketchpad a game, and I still do, but it can be considered as such only if irrational games are allowed to exist. […] Attempting to allow a maximally intensified/living Art to coexist (become One with?) a maximally intensified/living Maths is the most promising project of videogames, as far as I’m concerned. A new kind of Hippasusian-Pythagorean approach is wanting, where we DO NOT think that it sucks for games to be all about math, because math is not regarded as over-rational reductionism but is rather, as it has always been, the formalization of the players of metaphysics itself, the One, the Many, the parts and the wholes, the rationals and irrationals, and their relations and inconsistencies— the games that they play.
wombflash forest: Infinite Sketchpad / I Am A Strange Loop
A few outtakes from the rather excellent introductory blog post to David Kanaga’s essay on Infinite Sketchpad. If you like original thinking and challenging notions on games and play then this is required reading. Infinite Sketchpad itself is also a rather curious thing to play with.
The problem of “the two cultures” is not, in fact, a problem at all. There’s a reason that art and science are distinct. They don’t just work in different ways; they work on different things. Science addresses external reality, which lies outside our minds and makes itself available for objective observation. The arts address our experience of the world; they tell us what reality feels like. That is why the chain of consilience ruptures as we make the leap from material phenomena to the phenomena of art.
‘Jane Austen, Game Theorist’ by Michael Suk-Young Chwe Is a Joke | New Republic
I need to learn more about the “disciples of consilience” and the “science studies hucksters” mentioned here. Would these include Latour and co? I enjoyed the article and can get behind the thrust of it (humanistic knowledge has value in and of itself) but at the same time I am not convinced art and science are distinct to the extent that they do not and should not interact.
we might have found ourselves in an ironic situation where in order to fulfil architecture’s core ambitions it might have to become less architectural. It might have to model itself on more youthful and vigorous forms of creative practice
Opinion: Sam Jacob on architecture regaining its social significance
The latest in what seems to be a endless stream of discussions on the fate of architecture. The direction described here seems so obvious to me, but then I guess I work in one of the “more youthful and vigorous” creative practices mentioned here.
Moreso than simply playing games, making and hacking games is a great way to investigate the world around us. It forces us to compare the digital models of our games with the mental models in our heads.
What To Do With Prison Architect, A Video Game About Building Prisons?
It’s refreshing to see such a balanced critique of a game. Even more because of the touchy subject matter it is depicting.
On March 28, 2011, a man who calls himself Kurt J. Mac loaded a new game of Minecraft. As the landscape filled in around his character, Mac surveyed the blocky, pixellated trees, the cloud-draped mountains, and the waddling sheep. Then he started walking. His goal for the day was simple: to reach the end of the universe. Nearly three years later, Mac, who is now thirty-one, is still walking. He has trekked more than seven hundred virtual kilometres in a hundred and eighty hours. At his current pace, Mac will not reach the edge of the world, which is now nearly twelve thousand kilometres away, for another twenty-two years.
A Journey to the End of the World (of Minecraft) : The New Yorker
Another one to file under humans-doing–extraordinary-things-with-game-glitches.
Simulation titles that follow Bogost’s line of understanding of what constitutes a videogame tend to have this problem: they believe in a utopia where systems and rules and mechanics can be full of meaning, forgetting that as humans, we are not Cartesian machines, for we also think with our senses and emotions and understand the world by touching, seeing and hearing it.
Videogame Utopia: Passage Denied, a “Papers Please” review | MetaGame
I am not entirely convinced systems are separate from emotions. But this is an interesting critique of Papers Please, regardless.
But if wearable is going to get anywhere it’ll need to embrace the pointless. It’s the domain of the pointless, the terrain of the trivial. If we were all being practical, we’d wear identical nylon boiler suits and £4 watches — but that’s not the species we’re in. We’re the species that evolved a fashion industry and Global Hypercolor T-shirts. Efficiency is not a priority for wearables. What are the cheap fashion applications? What accessories can Claire’s sell? What can you buy at the garden centre and down the market?
Awkward moments from the future of computing (Wired UK)
Recently I read some disappointing pieces in various popular tech outlets breathlessly heralding the arrival of wearables, espousing the virtues of ‘invisible’ and ‘natural’ interfaces, all the while limiting technology to only the current wave of computation. So I was relieved to see this counterpoint by Russell. People might be put off by his insistence on the insatiable human passion for the useless and garish, but it rings more true to me than most accounts of tech dissolving in the environment.