Douglas Galbi
04-27-2004, 07:49 AM
we have to find a way to translate some of those thousands of man-years the players spend interacting with the worlds into generating meaningful and compelling environments.
Why don't you think that persons value merely interacting with each other, without producing information/objects or stories? For the past century, this sort of communication has driven demand for photography and telephony. See Section V.B, pp. 122-130 of "Sense in Communication," at www.galbithink.org (http://www.galbithink.org)
A work of art is a message from the artist to the audience.
Generally, that's true only of bad art. "Sending messages" is a much too narrow understanding of art, and communication.
A game, on the other hand, is an experience the audience creates for itself.
Sorry to be so cantankerous, but this seems to me to be way too broad of a description of games. If I remember right, the most popular computer games, in terms of users, are card games (solitare, etc.) and games like minesweeper.
As I point out in the above paper, it seems to me important to distinguish three models of communication: information transfer, storytelling, and making sense of presence. These models also apply to art and to games, both of which are fields of communication. Your column would be a lot better if you recognized these different models.
Why don't you think that persons value merely interacting with each other, without producing information/objects or stories? For the past century, this sort of communication has driven demand for photography and telephony. See Section V.B, pp. 122-130 of "Sense in Communication," at www.galbithink.org (http://www.galbithink.org)
A work of art is a message from the artist to the audience.
Generally, that's true only of bad art. "Sending messages" is a much too narrow understanding of art, and communication.
A game, on the other hand, is an experience the audience creates for itself.
Sorry to be so cantankerous, but this seems to me to be way too broad of a description of games. If I remember right, the most popular computer games, in terms of users, are card games (solitare, etc.) and games like minesweeper.
As I point out in the above paper, it seems to me important to distinguish three models of communication: information transfer, storytelling, and making sense of presence. These models also apply to art and to games, both of which are fields of communication. Your column would be a lot better if you recognized these different models.