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> So maybe it’s not such a New Thing. What is a game like No Man’s Sky, really? A set of symbols that specify a world but do not themselves constitute it. A rich grammar that’s inert without the trigger of human attention.
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>Doesn’t that sound like something else?
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>It sounds like a book. This is the author's thesis, even if it is, arguably, the only time the thought crops up in the piece. It strikes me as so empty and abstract as to be "not even wrong". Yes, a book is an inert object that needs to be combined with a very specific decoding mechanism (namely, a human) in order to derive semantics. This is also true of shoes. In fact, most things surrounding the human experience are (under certain, current, postmodern-leaning interpretations) stripped of their meaning in the absence of their human meaning-givers. This is the heart of the problem of semantics, and the duality of encoding/decoding. Would the author agree that No Man's Sky is like shoes? If not, then this claim could be restated as, "No Man's Sky is a thing that humans made". Which is delightfully tautological. To follow, I'm not convinced that the extent to which No Man's Sky is procedurally generated is anything but orthogonal to its status as a "thing to be interpreted". Does the author also think that Minecraft is like a book? What about DOOM? Most modern games that are not strictly deterministic have, at their heart, some set of emergent semantics that are the byproduct of algorithmic world-grammars, be it procedurally generated landscapes or responsive AI. I'm not sure what bearing this has on 'worthiness of interpretation'; one could, I suppose, try and link this to the ongoing conversation about the relevance of author intent, but that is a deep (albeit interesting) hole, and I'm not really sure how the author's examples point to this being their intention. I shouldn't succumb to snark, but I can't resist here. This article strikes me as an attempt to intellectualize a cognitive dissonance. "No Man's Sky is a priori -worthy-, because that's what is said. But I'm not having fun". |
Compared to a game, a book is doing much more work, and games are often leaving a lot up to the imagination. To me, the article up to the closing argument indicates that No Man's Sky is even less like a book than most games, given its lack of overt plot and characters. All symbols are inert without human attention, but the symbols of a book definitely don't just "specify a world" without "constituting" it, unless it's the Silmarillion; they do constitute the plot, and that's what makes procedurally generated games so unlike books.