Monday, November 28, 2005

Monday, November 21, 2005

[Simulation is Expression]

In the inaugural release of the online publication The Escapist, there was an article entitled “Culture Wargames.” While the article was largely about issues surrounding violent content in video games; author Kieron Gillen had a few very relevant ideas about artistic content in games. Gillen’s argument was “simulation is expression.” Gillen brought up a few examples including a reference to the massively popular Sim City. In Sim City players are given plots of land in which they can set zoning laws, build public projects, and manage finances. While the game is very open ended, success usually equates to a large thriving virtual city. Gillen argues that within the rules construct of Sim City socio-political statements are inferred. For instance a Sim City player must build an effective public transportation system to be successful game. Though subtle the author makes statements about how real-world cities should run by simulating how successful virtual cities are built. Similarly, the video game Civilization III allows players to build societies up from the Stone Age to modern times. In the game, players choose the government style of their society. Any knowledgeable Civilization player will tell you that Democratic governments have a huge advantage over civilizations that choose other forms of governing. Civilization is the brain child of Sid Meier: an American. Imagine if Civilization had been dreamt up by a patriotic Russian in 1980. Chances are that the rules of simulation would be quite different.



[Game Theory as Art]

Game theory (a discipline that has been around since the early 1900’s) is firmly planted in both mathematics and human behavior. (Wikipedia) Contributors to game theory use fictitious case studies to create models. One classic game theory model is the “prisoner’s dilemma.” Wikipedia describes the “prisoner’s dilemma” like this:

“Two suspects A, B are arrested by the police. The police have insufficient evidence for a conviction, and having separated both prisoners, visit each of them and offer the same deal: if one testifies for the prosecution… against the other and the other remains silent, the silent accomplice receives the full 10-year sentence and the betrayer goes free. If both stay silent, the police can only give both prisoners 6 months for a minor charge. If both betray each other, they receive a 2-year sentence each.” (Wikipedia)

The “prisoner’s dilemma” model is really about getting at the core of trust and human cooperation. This model and other game theory principles find their way into video games. This informed use of theory puts video games into a position to comment about human behavior. I am reminded of an online multi-player game released in the 1990’s called Subspace. In Subspace players controlled spaceships and captured flags to earn points. The goal of the game was to get the highest score. However players were allowed to join or leave teams at any point during the game. Joining a team became a more effective way for an individual to gain points. Joining a team also helped others gain points more effectively (which was not in the best interest for the individual.) The game became an interesting dance of players joining and leaving teams. Some players formed loyalties so all benefited in the long run. Others joined and left teams as it best served them in any given round. Whether it was intentional or not Subspace started to mimic real-life situations. I couldn’t help but draw parallels between the formation of Subspace teams and the behavior seen in corporations in free societies. Games like Subspace are now fueling discourses about human behavior in some circles.

[Are Video Games Art?]

Whenever a new art medium peeks its way into the public consciouness; critical examination of the medium is crucial to its success. Photogrphy and moving pictures have been the two most recent major artistic innovations. The exploration of both of these art practices brought culture new ways to create, examine, represent, and express. Within the last decade more and more artists started using computational technology to create their art. Early digital works were generally heavily influenced by science and mathematics. Today the most prevelant form of digital media being created is in the form of video games. Certainly video games fall under the category of entertainment. However there is some controversy over whether video games can be considered art. I suggest that video games can be considered art and that the medium offers many artistic possibilities simply not present in other mediums.

Monday, September 12, 2005

:: Semiotics 1 ::

The I find it interesting that the study of semiotics hasn't really found mainstream adoption. People seem content to content to study linguistics, semantics, pragmatics, and so forth. Semiotics goes beyond those to more closely examine how meaning is communicated. Everything from written and spoken language, to strictly visual communication, to the observation of natural behavior can be interpereted as meaning. It is this method for creating individual meaning that has profound implications for many schools of thought. Semiotics touches in the areas of psychology, semantics, pragmatics, philosophy, arts, media, and of course linguistics. I would even argue the semiotics could have a large impact on theology and religious studies.

Links:
A little more on Ferdinand de Saussure.