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Quis custodiet the custard?
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Sim Sim You
Something like a simulation of someone playing a simulated version of yourself. Cause is effect.
Let me try and explain this simply: As
eat, sleep, work, socialise with your
friends, etc., your actions are captured by
sensors and converted into a
representation of yourself in some kind
simulated reality, similar to the game
However, this is not just
watching a simulated version of
yourself. Instead, you watch, on your
computer, a simulated games-player
a lank-haired teenage boy) 'playing' a
simulation game which stars you, doing
the things you've been doing that
The clever bit is this: You
actually control the simulated
games-player through the actions you
take and the choices you make in your
daily life because the game-player's life
needs to contain the motivation to 'make'
you do these things. For example, if you
decide to skip work and go
instead, in order to have the motivation
'make' his Sim (i.e. you) do this, the
games-player might have to have had a
visit from his drop-out skateboarding
friend. Do this a few times and the
simulated games-player will himself
out of school because of the need to
had enough visits from his skateboarding
friend to 'make' you go skateboarding.
Likewise if you enrol in a Spanish class,
this might be 'because' the games-player
is late with his Spanish homework.
Similar game-within-a-game idea
Though without the indirect influence aspect. [theleopard, Jan 21 2008]
||Not sure how it could be implemented - but I think the concept is interesting enough to ignore that for now. It makes me think of the Young Lady's Illustrated Primer from The Diamond Age.
||Back to implementation for a moment, perhaps the game could have a hidden 'Director' mode where the story arc is tweakable by an interested parent.
||I don't understand the causal relationship (if there is one) between the game and real life.
||Is the game purely a retelling of the life, or is there some way that you'd end up doing something in real life for the purposes of doing something else in the game?
||If you want to skip work and go skateboarding, but you do it without motivation,
just because you feel like it, what happens in the game while you're skateboarding in real life?
||The game *is* a retelling of your life,
with the added level of there being a
simulated games-player who appears
to control your life. The things you do
in real life affect
the things the simulated games-player
has to do or has to have happen to him
to make it 'make sense'.
In the simulation, the games-player
appears to control you and thus must
have some reason to make you go
decide, on a whim, to go skateboarding
(in real life). This activity also gets acted
out by your representation in the
simulation. The simulated
games-player, in order to make it look
like it was his idea, has to have a visit
from his drop-out skateboarder
The interesting bit is
not what happens to you in the game
(which you already know), it's what the
games-player has to do/have happen to
him to make you do what you
Maybe I'm not
explaining it very well, or maybe it's a
||... or maybe the rest of us need a few drags on whatever it is you're smoking.........
||Ah, I think I get it now. What's simulated is not my life (or that of a character like me), it's the life of someone who'd make me a character in the game they're playing.
||In other words, if there were a god who had thought up you, and took direct interest in your life and caused stuff to happen in it, what would that god's life and interests be like? That's what you're getting to watch.
||Works a lot better as a gedankenexperiment or as fiction than as a true simulation, but it's an interesting question.
||a controller reverse compiler
||[jutta] & [UB] - yup, you've got it now. Another way of explaining is that it's a reversal of the traditional simulation game in which you 'play God' with some Sims or a Theme Park or something. In this game you play yourself and a rational god is simulated.