Regarding Steven Johnson's
"Emergence"
"Emergence"
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Show posts MenuQuoteSearching for a needle in a haystack is a difficult problem (in the sense of being resource intensive) but it's not the kind of problem that requires cleverness and creativity, the kind of problem that rewards life-long learning and can support a large, long-term community of serious, dedicated players. Those are the features we are interested in explaining.
QuoteWe can frame d as the capacity for a game system to allow for a ranked population of strategies that provide partial/approximate solutions. [..] a game that requires a great deal of computational resources to play perfectly, and also allows for many intermediary strategies along the way.
Quote[..] consistent under any conditions and would remain true for any intelligent, problem-solving process, whether human, non-human, or mechanical.
QuoteWe aim to develop a precise definition of d [the proposed formal depth property] that is psychology-independent. It should not make special reference to how humans learn or what humans find interesting or challenging[.]
QuoteDepth is often referred to by game developers and in scholarly research but to our knowledge no attempts have been undertaken to make a thorough and rigorous investigation into the property to which is refers. The purpose of this paper is to lay the groundwork for such an investigation. We are attempting to establish a foundation, clarify the important questions, and suggest directions for further study. We are not at this time proposing final answers to the central question.
Quote from: 8:03As a tourist in Venice, I don't have to go to the Bridge of Sighs, or St. Mark's Basilica, I can wander the backstreets and alleyways without fear of collectibles rewarding me. Are there brave games that do the same? Let me wander, and find my own meaning?
Quote from: 7:40Why replace genuine exploration with a bunch of errands?
Quote from: 4:43Technology empowers us to visit places that do not exist. Places that cannot exist. But we do not celebrate this enough. Critics and players often denigrate virtual environments with demands for purpose, the developer god must corrupt places with mechanics, poison them with meaning, proof of intelligent design must be demonstrated through challenges or collectibles. The journey itself is never enough.