Will Wright's forthcoming Spore

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Will Wright's forthcoming Spore

Tom Johnson
All:

It looks like Will Wright has come up with some fascinating graphics and
simulation tools once again.

* You can watch the author, Will Wright, demonstrate the game Spore in a
36-minute presentation on Google Video:
http://video.google.com/videoplay?docid=8372603330420559198&q=spore

* There's lots more about the game on the GamingSteve.com forum:
http://www.gamingsteve.com/blab/index.php?board=12.0
Impressive programming, but why does this talent have to spend so much time
creating games that revolve around death and/or destruction.  Couldn't there
be some games/simulations about how to get rid of poverty, disease or war?

-tom

==============================================
J. T. Johnson
Institute for Analytic Journalism
www.analyticjournalism.com
505.577.6482(c)                                 505.473.9646(h)
http://www.jtjohnson.com               tom at jtjohnson.com

"You never change things by fighting the existing reality.
To change something, build a new model that makes the
existing model obsolete."
                                                   -- Buckminster Fuller
==============================================
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Will Wright's forthcoming Spore

Robert Holmes-2
Well they could, but they'd be boring. Death and/or destruction make for
good narrative; getting rid of poverty, disease, war don't. Check
Shakespeare, Tolstoy, Milton (insert favourite author here)

Robert

On 3/22/06, Tom Johnson <tom at jtjohnson.com> wrote:

>
> All:
>
> It looks like Will Wright has come up with some fascinating graphics and
> simulation tools once again.
>
> * You can watch the author, Will Wright, demonstrate the game Spore in a
> 36-minute presentation on Google Video:
> http://video.google.com/videoplay?docid=8372603330420559198&q=spore
>
> * There's lots more about the game on the GamingSteve.com forum:
> http://www.gamingsteve.com/blab/index.php?board=12.0
> Impressive programming, but why does this talent have to spend so much
> time creating games that revolve around death and/or destruction.  Couldn't
> there be some games/simulations about how to get rid of poverty, disease or
> war?
>
> -tom
>
> ==============================================
> J. T. Johnson
> Institute for Analytic Journalism
> www.analyticjournalism.com
> 505.577.6482 (c)                                 505.473.9646(h)
> http://www.jtjohnson.com               tom at jtjohnson.com
>
> "You never change things by fighting the existing reality.
> To change something, build a new model that makes the
> existing model obsolete."
>                                                    -- Buckminster Fuller
> ==============================================
>
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
>
>
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Will Wright's forthcoming Spore

doug carmichael
"Well they could, but they'd be boring. Death and/or destruction make for
good narrative; getting rid of poverty, disease, war don't. Check
Shakespeare, Tolstoy, Milton (insert favourite author here)"
 
What counts is the kind of stories that can be told, and the spore model
allows for stories of decomposition but not of complex human musings. We are
limited by the methods we choose. As business seems to be taking seriously
emotional life, the "experience economy" and beyond to the "life development
economy",  modeling will need to be more complex. (though is complexity a
quality of the thing, or or our understanding?). Political life, struggling
with poverty (of many kinds) and disease (many kinds) will also need to be
more historically aware, and literature provides models for the kinds of
stories that will be important (greed, love, envy, betrayal, loyalty). That
is, the balance between destruction and creation. The early English
novelists, such as Richardson's Pamela, Fielding's Tom Jones, and on to
George Eliot's stories, are stories of moral development and enlarging
ethical perspective.
 
Methods taken as the front end limit investigation. Starting with the
phenomena and then choosing methods is a better approach in some situations.


Douglass Carmichael
doug at dougcarmichael.com
www.dougcarmichael.com
blog at http://carmichael.wordpress.com <http://carmichael.wordpress.com/>  

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Will Wright's forthcoming Spore

Giles Bowkett
About a year ago, Penny Arcade (a gamer comic) ran this:

http://www.penny-arcade.com/comic/2005/05/27

(Fair warning, Penny Arcade is generally in extremely poor taste.)

I didn't get it at the time, but I get it now. "Wil Wright's
forthcoming Spore"? That just sounds so gross. I'm not sure I want to
know about anybody's forthcoming spore.

Anyway, on the whole death and destruction thing, "Tetris" didn't have
death and destruction, and it was excellent. On the other hand, "Vice
City" lets you kill cops with a chainsaw, and that's usually fun too.
I think you kind of have to keep your sense of humor about it. But
it's definitely possible for games without violence to succeed.

As far as I can tell, the big reason for the hype on this game is
Wright's philosophy regarding content. If I understand it correctly,
instead of seeing content as a corporate asset, and employing legions
of overworked animators to cook up widgets, he sees it as a result of
playing the game, and really even the whole point of the game in the
first place. That's a pretty neat idea.


Giles


On 3/23/06, Douglass Carmichael <doug at dougcarmichael.com> wrote:

>
> "Well they could, but they'd be boring. Death and/or destruction make for
> good narrative; getting rid of poverty, disease, war don't. Check
> Shakespeare, Tolstoy, Milton (insert favourite author here)"
>
>
> What counts is the kind of stories that can be told, and the spore model
> allows for stories of decomposition but not of complex human musings. We are
> limited by the methods we choose. As business seems to be taking seriously
> emotional life, the "experience economy" and beyond to the "life development
> economy",  modeling will need to be more complex. (though is complexity a
> quality of the thing, or or our understanding?). Political life, struggling
> with poverty (of many kinds) and disease (many kinds) will also need to be
> more historically aware, and literature provides models for the kinds of
> stories that will be important (greed, love, envy, betrayal, loyalty). That
> is, the balance between destruction and creation. The early English
> novelists, such as Richardson's Pamela, Fielding's Tom Jones, and on to
> George Eliot's stories, are stories of moral development and enlarging
> ethical perspective.
>
> Methods taken as the front end limit investigation. Starting with the
> phenomena and then choosing methods is a better approach in some situations.
>
>
>
>
> Douglass Carmichael
> doug at dougcarmichael.com
> www.dougcarmichael.com
> blog at http://carmichael.wordpress.com
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
>
>


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Will Wright's forthcoming Spore

Robert Holmes-2
Actually, Tetris is about death and destruction. The whole premise of the
game is a metaphor for the oppresion of the proletariat (the blocks) through
an imposed conformity (getting a solid horizontal line). Only by a continual
process of realignment (read: re-education of class enemies) can the
ever-rising tide of disaffected individuals be neutralised and
"disappeared". The game's profoundly anti-Marxist (strictly, anti-soviet)
message is that this process is inevitably doomed: no matter how much the
hegemony's representatives (the player) oppress the individual, eventually
they rise up and it's game over.

I don't think it's any coincidence that Tetris was invented in Moscow in
1985, only a year before the 27th Party Congress at which Gorbachev
introduced perestroika and the dismantling of the Marxist-Leninist-Stalinist
totalitarian apparatus began.

Robert

On 3/23/06, Giles Bowkett <gilesb at gmail.com> wrote:

>
> About a year ago, Penny Arcade (a gamer comic) ran this:
>
> http://www.penny-arcade.com/comic/2005/05/27
>
> (Fair warning, Penny Arcade is generally in extremely poor taste.)
>
> I didn't get it at the time, but I get it now. "Wil Wright's
> forthcoming Spore"? That just sounds so gross. I'm not sure I want to
> know about anybody's forthcoming spore.
>
> Anyway, on the whole death and destruction thing, "Tetris" didn't have
> death and destruction, and it was excellent. On the other hand, "Vice
> City" lets you kill cops with a chainsaw, and that's usually fun too.
> I think you kind of have to keep your sense of humor about it. But
> it's definitely possible for games without violence to succeed.
>
> As far as I can tell, the big reason for the hype on this game is
> Wright's philosophy regarding content. If I understand it correctly,
> instead of seeing content as a corporate asset, and employing legions
> of overworked animators to cook up widgets, he sees it as a result of
> playing the game, and really even the whole point of the game in the
> first place. That's a pretty neat idea.
>
>
> Giles
>
>
> On 3/23/06, Douglass Carmichael < doug at dougcarmichael.com> wrote:
> >
> > "Well they could, but they'd be boring. Death and/or destruction make
> for
> > good narrative; getting rid of poverty, disease, war don't. Check
> > Shakespeare, Tolstoy, Milton (insert favourite author here)"
> >
> >
> > What counts is the kind of stories that can be told, and the spore model
> > allows for stories of decomposition but not of complex human musings. We
> are
> > limited by the methods we choose. As business seems to be taking
> seriously
> > emotional life, the "experience economy" and beyond to the "life
> development
> > economy",  modeling will need to be more complex. (though is complexity
> a
> > quality of the thing, or or our understanding?). Political life,
> struggling
> > with poverty (of many kinds) and disease (many kinds) will also need to
> be
> > more historically aware, and literature provides models for the kinds of
>
> > stories that will be important (greed, love, envy, betrayal, loyalty).
> That
> > is, the balance between destruction and creation. The early English
> > novelists, such as Richardson's Pamela, Fielding's Tom Jones, and on to
> > George Eliot's stories, are stories of moral development and enlarging
> > ethical perspective.
> >
> > Methods taken as the front end limit investigation. Starting with the
> > phenomena and then choosing methods is a better approach in some
> situations.
> >
> >
> >
> >
> > Douglass Carmichael
> > doug at dougcarmichael.com
> > www.dougcarmichael.com
> > blog at http://carmichael.wordpress.com
> > ============================================================
> > FRIAM Applied Complexity Group listserv
> > Meets Fridays 9a-11:30 at cafe at St. John's College
> > lectures, archives, unsubscribe, maps at http://www.friam.org
> >
> >
>
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
>
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Will Wright's forthcoming Spore

Martin C. Martin-2


Robert Holmes wrote:
> Actually, Tetris is about death and destruction. The whole premise of
> the game is a metaphor for the oppresion of the proletariat (the blocks)
> through an imposed conformity (getting a solid horizontal line). Only by
> a continual process of realignment (read: re-education of class enemies)
> can the ever-rising tide of disaffected individuals be neutralised and
> "disappeared". The game's profoundly anti-Marxist (strictly,
> anti-soviet) message is that this process is inevitably doomed: no
> matter how much the hegemony's representatives (the player) oppress the
> individual, eventually they rise up and it's game over.

Awesome.

- Martin


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Will Wright's forthcoming Spore

Mikhail Gorelkin
Sorry, guys, but it remembers me the course of Scientific Communism
:-) --Mikhail



----- Original Message -----
From: "Martin C. Martin" <[hidden email]>
To: <robert at holmesacosta.com>; "The Friday Morning Applied Complexity Coffee
Group" <Friam at redfish.com>
Sent: Friday, March 24, 2006 12:01 PM
Subject: Re: [FRIAM] Will Wright's forthcoming Spore


>
>
> Robert Holmes wrote:
>> Actually, Tetris is about death and destruction. The whole premise of
>> the game is a metaphor for the oppresion of the proletariat (the blocks)
>> through an imposed conformity (getting a solid horizontal line). Only by
>> a continual process of realignment (read: re-education of class enemies)
>> can the ever-rising tide of disaffected individuals be neutralised and
>> "disappeared". The game's profoundly anti-Marxist (strictly,
>> anti-soviet) message is that this process is inevitably doomed: no
>> matter how much the hegemony's representatives (the player) oppress the
>> individual, eventually they rise up and it's game over.
>
> Awesome.
>
> - Martin
>
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
>


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Will Wright's forthcoming Spore

Giles Bowkett
yeah, and it's totally false. Tetris is actually intensely
anti-capitalist (strictly speaking, anti-corporate). The blocks
represent the ever-increasing piles of junk created by mass-market
consumerism, and the implication is that you can only survive these
piles of junk by destroying them. The original, ambitious design goal
was to have each block be represented by a television, which would
explode with a shattering of glass every time a line was completed.
Thus it's true that Tetris does incorporate a certain amount of
destruction, but no death at all, and your interpretation of its
political overtones is almost exactly opposite of the real intention.

On 3/24/06, Mikhail Gorelkin <gorelkin at hotmail.com> wrote:

> Sorry, guys, but it remembers me the course of Scientific Communism
> :-) --Mikhail
>
>
>
> ----- Original Message -----
> From: "Martin C. Martin" <martin at martincmartin.com>
> To: <robert at holmesacosta.com>; "The Friday Morning Applied Complexity Coffee
> Group" <Friam at redfish.com>
> Sent: Friday, March 24, 2006 12:01 PM
> Subject: Re: [FRIAM] Will Wright's forthcoming Spore
>
>
> >
> >
> > Robert Holmes wrote:
> >> Actually, Tetris is about death and destruction. The whole premise of
> >> the game is a metaphor for the oppresion of the proletariat (the blocks)
> >> through an imposed conformity (getting a solid horizontal line). Only by
> >> a continual process of realignment (read: re-education of class enemies)
> >> can the ever-rising tide of disaffected individuals be neutralised and
> >> "disappeared". The game's profoundly anti-Marxist (strictly,
> >> anti-soviet) message is that this process is inevitably doomed: no
> >> matter how much the hegemony's representatives (the player) oppress the
> >> individual, eventually they rise up and it's game over.
> >
> > Awesome.
> >
> > - Martin
> >
> > ============================================================
> > FRIAM Applied Complexity Group listserv
> > Meets Fridays 9a-11:30 at cafe at St. John's College
> > lectures, archives, unsubscribe, maps at http://www.friam.org
> >
>
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
>


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Will Wright's forthcoming Spore

doug carmichael
In reply to this post by Robert Holmes-2
Robert, your post On Tetris is important.  On Monday I was at a seminar
given by a leading Indian futurist ( <http://www.strategicforesight.com/>
http://www.strategicforesight.com/ ). The view was simple: the world
business community can create wealth, and is expected to do so at 3-8% per
year for the next 20 years (India and China are on the higher edge of the
number), but...but...it does not know how to distribute the wealth more
evenly. In India only 7 million families, 30 million people, are in the
leading edge of the economy (car, phone, computer). Farmer violence episodes
were 700/year in 2000 and 7000 last year. they are left behind. same in
china. Both the leading sector and the rural sector want democracy, but in
the real conditions that translates in to aristocracy for the business class
and theocracy for the bicycle (200 million people) and bullock  (800
million)classes, the vast majority. The same conditions exist in china, and
influence similar conditions in the middle east. This is a catastrophic
situation. Technology is an enabler of this current culture of capitalism.
If it continues it will be extremely destructive, and the forces of
destruction are increasing much more rapidly than the overall growth rate.

 
This Vonnegut Player Piano scenario is not attractive. Business and
technology need a different capital model.
 
Doug

  _____  

From: [hidden email] [mailto:[hidden email]] On Behalf
Of Robert Holmes
Sent: Friday, March 24, 2006 7:29 AM
To: The Friday Morning Applied Complexity Coffee Group
Subject: Re: [FRIAM] Will Wright's forthcoming Spore


Actually, Tetris is about death and destruction. The whole premise of the
game is a metaphor for the oppresion of the proletariat (the blocks) through
an imposed conformity (getting a solid horizontal line). Only by a continual
process of realignment (read: re-education of class enemies) can the
ever-rising tide of disaffected individuals be neutralised and
"disappeared". The game's profoundly anti-Marxist (strictly, anti-soviet)
message is that this process is inevitably doomed: no matter how much the
hegemony's representatives (the player) oppress the individual, eventually
they rise up and it's game over.

I don't think it's any coincidence that Tetris was invented in Moscow in
1985, only a year before the 27th Party Congress at which Gorbachev
introduced perestroika and the dismantling of the Marxist-Leninist-Stalinist
totalitarian apparatus began.

Robert


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Will Wright's forthcoming Spore

Mikhail Gorelkin
In reply to this post by Giles Bowkett
I meant Tetris' "archetype" is very simple and can be found in many stories

but it cannot be used to describe / interpret adequately those stories,

especially, complex ones. --Mikhail



----- Original Message -----
From: "Giles Bowkett" <[hidden email]>
To: "The Friday Morning Applied Complexity Coffee Group" <Friam at redfish.com>
Sent: Friday, March 24, 2006 1:38 PM
Subject: Re: [FRIAM] Will Wright's forthcoming Spore


> yeah, and it's totally false. Tetris is actually intensely
> anti-capitalist (strictly speaking, anti-corporate). The blocks
> represent the ever-increasing piles of junk created by mass-market
> consumerism, and the implication is that you can only survive these
> piles of junk by destroying them. The original, ambitious design goal
> was to have each block be represented by a television, which would
> explode with a shattering of glass every time a line was completed.
> Thus it's true that Tetris does incorporate a certain amount of
> destruction, but no death at all, and your interpretation of its
> political overtones is almost exactly opposite of the real intention.
>
> On 3/24/06, Mikhail Gorelkin <gorelkin at hotmail.com> wrote:
>> Sorry, guys, but it remembers me the course of Scientific Communism
>> :-) --Mikhail
>>
>>
>>
>> ----- Original Message -----
>> From: "Martin C. Martin" <martin at martincmartin.com>
>> To: <robert at holmesacosta.com>; "The Friday Morning Applied Complexity
>> Coffee
>> Group" <Friam at redfish.com>
>> Sent: Friday, March 24, 2006 12:01 PM
>> Subject: Re: [FRIAM] Will Wright's forthcoming Spore
>>
>>
>> >
>> >
>> > Robert Holmes wrote:
>> >> Actually, Tetris is about death and destruction. The whole premise of
>> >> the game is a metaphor for the oppresion of the proletariat (the
>> >> blocks)
>> >> through an imposed conformity (getting a solid horizontal line). Only
>> >> by
>> >> a continual process of realignment (read: re-education of class
>> >> enemies)
>> >> can the ever-rising tide of disaffected individuals be neutralised and
>> >> "disappeared". The game's profoundly anti-Marxist (strictly,
>> >> anti-soviet) message is that this process is inevitably doomed: no
>> >> matter how much the hegemony's representatives (the player) oppress
>> >> the
>> >> individual, eventually they rise up and it's game over.
>> >
>> > Awesome.
>> >
>> > - Martin
>> >
>> > ============================================================
>> > FRIAM Applied Complexity Group listserv
>> > Meets Fridays 9a-11:30 at cafe at St. John's College
>> > lectures, archives, unsubscribe, maps at http://www.friam.org
>> >
>>
>> ============================================================
>> FRIAM Applied Complexity Group listserv
>> Meets Fridays 9a-11:30 at cafe at St. John's College
>> lectures, archives, unsubscribe, maps at http://www.friam.org
>>
>
> ============================================================
> FRIAM Applied Complexity Group listserv
> Meets Fridays 9a-11:30 at cafe at St. John's College
> lectures, archives, unsubscribe, maps at http://www.friam.org
>