Playing With Time: Will Wright and Brian Eno
The video on Fora TV raises some interesting points in the category of multimedia. In the video, Wright and Eno explained multimedia by providing examples of generative systems. Generative systems are systems that use simple rules to yield patterns. These patterns can vary depending on the rules of the system. Some examples of generative systems include biology and wind chimes. According to research by biologist Richard Dawkins, a typical willow seed only contains about 800k of data. On the other hand, wind chimes was one of the simplest music generative systems. In comparison to the more complex media, Wright and Eno assert that even the most primitive elements evoke totally different different feelings and are much more complex than we think.
In addition, there are a few chapters that I liked the most: The chapter on Automating systems and simulation, the chapters about Spore and it's gameplay, and the chapter that answers questions about what happens to people when they play games and when they engage in culture.First, the chapter on Automating Systems and Simulation was informative and funny at the same time. In this chapter, the video shows Wright showing a machine as an example of a generative system. When he shows this, Eno says "just put a little- see this is a little machine you see." Then, Wright asserts that if he puts one little cell out of place, the whole entire machine "goes to crap." The funny part is when the whole cycle of the machine got all screwy, Wright said that "these guys are going forever in that direction," or in other words, going forever to the right. (See picture above) However, Wright asserts that game designers can use these generative systems/"machines" for simulation. Like he says, " a lot of our games are built upon cellular automina at a very simple level, to stimulate what seemingly is a complex thing."
In addition, there are a few chapters that I liked the most: The chapter on Automating systems and simulation, the chapters about Spore and it's gameplay, and the chapter that answers questions about what happens to people when they play games and when they engage in culture.First, the chapter on Automating Systems and Simulation was informative and funny at the same time. In this chapter, the video shows Wright showing a machine as an example of a generative system. When he shows this, Eno says "just put a little- see this is a little machine you see." Then, Wright asserts that if he puts one little cell out of place, the whole entire machine "goes to crap." The funny part is when the whole cycle of the machine got all screwy, Wright said that "these guys are going forever in that direction," or in other words, going forever to the right. (See picture above) However, Wright asserts that game designers can use these generative systems/"machines" for simulation. Like he says, " a lot of our games are built upon cellular automina at a very simple level, to stimulate what seemingly is a complex thing."
Second, my most favorite chapters in the video discussed about a game called Spore. Spore is a game that relied heavily on generative systems. There are many reasons to why I love this game. First of all, Spore allows players to create their own civilizations and planetary systems. I particularly liked the planet where there were a bunch of green aliens in a civilization where the buildings looked surreal (see picture below). In the video, Wright kept having his UFO throw fireworks in the sky, creating pleasure for the green aliens. As a result of this pleasure, the aliens bowed down as if they're chanting "all hail the UFO."
Another thing I liked about Spore is that you can create your very own creature. From little, fluffy creatures to gigantic monstrous ones, you can create the coolest creature just by starting off with a simple skeleton system. Sounds complicated? In reality, it isn't. The creature editor is a 3D clay like modeling system that gives you pre made body parts for all sorts of creatures (See pic below). Don't worry, once you get used to the rules of the creature modeling system, you'll have your creature done in no time at all.
Most importantly, I was influenced by Chapter 38, the one that answered a question about what happens to people when they play games and engage in culture. According to Eno, his "definition of culture is culture is everything you don't have to do. You have to wear clothes, but we don't have to wear specific clothes. There is a layer of things we have to do." This definition of culture is true. We don't necessary have to be all the same to fit in with today's culture. Having different customs and viewpoints is what makes us a cultural society.
Overall, I've enjoyed this video. There were a lot of interesting details about games that I've never noticed before. I find it amazing that some much can happen within a certain space of time in a game, music piece, or story.
Another thing I liked about Spore is that you can create your very own creature. From little, fluffy creatures to gigantic monstrous ones, you can create the coolest creature just by starting off with a simple skeleton system. Sounds complicated? In reality, it isn't. The creature editor is a 3D clay like modeling system that gives you pre made body parts for all sorts of creatures (See pic below). Don't worry, once you get used to the rules of the creature modeling system, you'll have your creature done in no time at all.
Most importantly, I was influenced by Chapter 38, the one that answered a question about what happens to people when they play games and engage in culture. According to Eno, his "definition of culture is culture is everything you don't have to do. You have to wear clothes, but we don't have to wear specific clothes. There is a layer of things we have to do." This definition of culture is true. We don't necessary have to be all the same to fit in with today's culture. Having different customs and viewpoints is what makes us a cultural society.
Overall, I've enjoyed this video. There were a lot of interesting details about games that I've never noticed before. I find it amazing that some much can happen within a certain space of time in a game, music piece, or story.
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