-- Jon Peterson, Playing at the World
Wednesday, October 21, 2020
"proper 'worlds'"
"The virtual worlds hosted by Ultima Online [1997] and its many descendants are not real worlds, but they are worlds that can be experienced in a way that seems much more immersive than clambering through steam tunnels beneath a university. Ultimately, computers largely resolved the dichotomy between realism and playability -- computers excel at the management of the enormous number of circumstantial modifiers that create a realistic game, but since the burden of calculating those factors falls on on human participant, the playability remains unaffected. . . . This realistic playability does come at a cost -- a computer cannot improvise or innovate, traits that a human referee can leverage to craft a more engrossing world. For many players, however, that trade-off is made happily. In a multiplayer game environment, the computer can also fall back to the position of an intermediary, allowing humans to improvise and innovate with one another as players, which can approximate, and in some cases exceed, the imagination of a dedicated referee. What makes these virtual environments proper 'worlds' is not so much their scenery as their inhabitants, the community that players join when they enter the game. Like the real world, it is a place where individuals compete and collaborate as necessary to achieve their goals, and the interpersonal dynamics that this involves, as Chapter Four illustrated, lend a depth to the game that no system can model or simulate."
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