Posts Tagged ‘death’

Western Lifestyle Creating Vicious Cycle of Destruction

Thursday, May 20th, 2010

Our lifestyle is making the planet unsustainable for our lifestyle. The planet revolts and destroys our bodies. Our bodies destroy our minds. Our minds destroy our world. The cycle is self-connecting, perpetual and vicious. It must be broken.

We dump dead diseased animals into rivers. The rotting flesh, organs full of parasites and bacteria ooze into the water.

Thirsty, we drink.

Dirty, we clean.

We consume useless products we don’t need, to impress the people we don’t like, only to throw them out or lose them within months. They leach toxic chemicals into the earth and rot for hundreds of years.

We abuse our soil, which lacks nutrients for the food we grow. The food, stunted, lacks ability to fight pests.

We spray pesticides.

We eat pesticides.

We are pests.

Corporations bound by law to profit exploit and cut corners in order to keep shareholders happy, while they spew pollution into our waters, our air and our land.

Hungry, we consume.

Blind, we demand more.

We cannot continue this any longer. To do so is bringing a slow, but certain total destruction to all life.

Enter Exhibit A: It began centuries ago, one example being the poor treatment of cows. Their raw milk turned deadly, leading to an epidemic of Tuberculosis. This led to pasteurization and ultra-pasteurization, which can cause further disease and allergies. This disrespect for nature continues today. We harm our planet and it harms us.

Enter Exhibit B: The disastrous BP owned Deepwater Horizon spill in the Gulf of Mexico. The air, which is 100 times more toxic than normal due to oil dispersant chemicals is making the people of Louisiana cough, gag and unable to sleep. Symptoms just like those who lived near previous oil spills.

Government and local authorities at this time of writing have yet to provide health services. If the toxic dust after the Twin Towers fell in NYC is any indication, it will be years before the people of Louisiana see any relief, if they live long enough.

Enter Exhibit C: The Red River in Winnipeg, Canada, an area known to have the highest incidence of Crohn’s disease, a devastating inflammatory bowel disease. In 1997 I was diagnosed with it.

That’s me, having the time of my life tubing and wakeboarding on the Red River up in Winnipeg, Canada. I’m the one showing off to the camera, unknowingly ingesting bacteria that would work over my gut for the next 6 months. Then symptoms of diarrhea and gut pain were frequent. My friend warned me not to drink the water, which I didn’t think I had. It wasn’t until years later that I learned from her and a UK doctor that farmers liberally use the river as dumping grounds for waste and dead animals.

Don’t you see? The system is out of whack, out of sync, on the verge of collapse. What the planet needs, what WE need, is to unplug from Western society. Forgo consumption in place of contribution. Skip the rat race towards piles of monopoly money that only exist on Wall Street computers. Rediscover the value of things that cannot be valued; relationships and community.

When this disrespect of all things living ends, no longer will we have increasing rates of disease and decreasing rates of longevity.

UPDATE #1: Huffington Post has an article that is along the same lines as the above, posted on May 19th, but I didn’t see it until today, May 23rd.

© 2010, Reid Bryant Kimball. All rights reserved.

Could Permanent Death Ever Work?

Saturday, March 21st, 2009

I’ve been reading the blog posts related to how death is treated in games over at Game Design Aspect of the Month (http://gamedesignaspect.blogspot.com/). I wonder if it’s possible to design a game where players willingly accept that death is permenant. Meaning, if they die during a game, they have to start over from scratch.

What kind of game design would make that work? Death is final, as far as we understand it today, so does that mean if a game were to employ this same idea, that the player character must be different every time the player starts a new session?

Must the game be of a shorter length so not to frustrate those who suffer a premature death while very close to the end?

Must the game even have a beginning, middle and end? Could the game be purely  systemic or open world and when you die, you need to start with a new char as if you were reincarnated? In that case, the world stays permanent, but your char and your progress don’t.

I think the longer the game is, the more meaningful the event of permanent death will have to be in order to justify it. In fact, the player may feel that the journey was complete and there is no point to start again from the beginning.

© 2009, Reid Bryant Kimball. All rights reserved.

Death and Failure are Contrary to Videogaming

Thursday, June 26th, 2008

When I was younger, I used to play ice hockey and during practice once, I fell down trying to pass others. I thought my coach was going yell and scream about sloppy skating, but he didn’t. Coach said to the whole team, “It’s OK to fall down. It means you are challenging yourself, pushing your body to improve and strengthen your legs.” In other words, I was exploring the limits of my capabilities and fortunately, he did not punish me. I got back up and tried again. Then I fell down some more and it felt great.

After reading one of Clint Hocking’s presentations, it’s clear videogames allow players to explore. Players explore the game mechanics (rules and system dynamics), game space (world), and themselves. Just as when I was playing hockey, trying to explore the limits of my skills, games allow me to explore my skills and my perspectives about the world.

Games often use death and failure for various reasons such as to heighten anxiety/tension or to communicate incorrect choices by the player.

Yet, if games are about exploring and if we want games to encourage players to explore themselves, then using systems that punish players may actually prohibit exploration. Players may become frustrated and stop playing. They may seek out an approach that works and stick with that approach, without trying others in fear of more death and failure. Both of these hinder the freedom necessary to explore and learn from those explorations.

As an aside, not really related to the topic of games as an exploration, another reason to not use death and failure in a game design is because it simply destroys immersion. It breaks the fourth wall by reminding the player, “Hey, you’re playing a videogame! Go RELOAD your last SAVED GAME!”

It also breaks FLOW, the loop of players facing challenges, overcoming them via appropriate feedback loops and then facing increased challenges. Videogames that maintain the cycle of FLOW tend to be incredibly immersive. Players often note that they lost track of time and had no idea what else was going around them in the real world.

Whether you are looking to increase the immersiveness of your game or encourage players to explore the game and themselves, I suggest you think about what value using death and failure conditions adds to your game. You just might find you are better off without them.

© 2008, Reid Bryant Kimball. All rights reserved.