Retro gaming is a bizarre phenomenon. Being a technology driven medium, games go through generations in just a few years. However, the differences between generations is more profound than technological advances. It seems that more advanced possibilities change the entire landscape of gaming culture.
Retro gaming is a growing trend, but it is becoming hard to define. There are so many generations of games now, all differing so significantly, that the definition of retro changes according to age, tastes, and personal nostalgia. It's not enough to simply say "Retro means old" any more.
The reason for this blurring of definition, is that games advanced so fast, that human creativity couldn't even keep up. To understand this, remember how old 8-Bit games had such primitive sound, yet the creators did what they could to make the sounds good. We still remember the old music with fondness, not as impressed by today's music that was created with no limitations.
In the past, the mere mention of an idea system or establishment in this blog has lead to a barrage of complaints and corrections from advocates and opposition alike. So, it is with much apprehension that I attempt to discuss technocracy.
A technocratic society has the goal of: Producing optimum quality goods and services at the lowest possible energy cost, and distributing the maximum amount of goods and services to everyone.
Our broken economy has so far prevented this from being possible. The constant need for money has forced producers to continually produce poor quality goods, essentially, in order to keep the consumer buying. If you have to keep buying, you have to keep working. In today’s developed world, we have far more than our parents did, yet we still continue to slave away, even massively increasing our debts to own more and more.
Essentially, all we really need is:
- Clean Water - Food - Shelter - Basic Clothing
Secondary needs are:
- Consumables - Electricity - Comm infrastructure - Transportation
This video shows how RFID can help improve control over stock inventory both in real world and virtual world situations. With the current state of virtual reality, it’s unlikely that virtual supermarkets will take off. They’re just too…clunky. However, one distinct possibility is a reversal. Computer controlled reality.
RFID will play a large part in this. The data it will provide will change the way we look at reality. By reporting and recording our locations and activities, it will digitise us – turning us into real life avatars.
In virtual reality, everything we do can be recorded. The software can record our every movement and interaction. This will soon be possible in real life, thanks to RFID and our interactions with computer interfaces.
Computers have absolved our responsibilities in many areas of our lives so far. What will happen as this increases?
When computers were first invented, users had complete freedom and power, there was no other option but to allow it. However, if they didn’t follow the computer’s strict set of rules, the computer would break or just not work. Even in the days of Windows 3.11, computers remained obscure and frightening to the masses.
Once computers infiltrated more and more of our lives, it became necessary to remove the need to for “user rules”, computers had to become “user friendly”. Computers were forced to shed their unforgivable interfaces in order to increase their popularity.
So now, computers, when used by the general public, no longer have that level of freedom. To avoid them being used wrongly, computers simply limit the options general users are allowed to access. Then, instead of telling users how to act, they simply guide users through their processes, anticipating rule-breaking, and absolving responsibility. Users lost their fear of computers, complying with the rules not because they are asked to, but because any possibility of breaking them is simply removed. General users no longer have raw power over computers, they just follow the guidelines provided for them to achieve what they need from the machine. As such, even the desire to break the rules is diminished.
The nation, or indeed the world, is united in celebration as America elects its first ever black president. Emotions fill you as you listen to his charismatic speeches and his crescendo of promises. Hope is the word of the hour.
It seems that in these times of economic decline, people don’t want to forgo the luxuries that they’ve grown accustomed to over the years, so are choosing to indulge themselves in a virtual manner instead. There’s certainly a lot to be said for staying home surrounded by cheap entertainment compared with going out and being ripped off and mugged. Could this be the future? As Virtual Reality improves, we’ll be finding it replacing more and more of the “Real Life” things we currently take for granted.
Why travel on dangerous, expensive, and environmentally unfriendly airlines when you can immerse yourself in a Virtual holiday? Google Earth and Google Street, not to mention other “virtual sightseeing” options have recently taken a lot of big steps towards this. Although virtual reality interfaces have a long way to go before we can experience all the delights of a trip to somewhere beautiful, in the next few years it will be possible to walk down a foreign street on your computer screen, with the realism of a TV documentary. You’ll be able to go into a real shop, select a real item from a real shelf, and make real purchases from the shops on this street, to be delivered to your door. In Second Life, you can already wander around the accurately recreated streets of Dublin and other major cities. Primitive as it is now, we’ll soon be taking it for granted.
In the very distant future, personal nano-fabrication devices could allow us to recreate the exact tastes and textures of foods available anywhere on Earth. And if not, computer interfaces to our brains will merely simulate the feelings and tastes of eating these exotic cuisines. Whether as part of a virtual reality interface or not, the ability to remotely indulge our senses will surely come from somewhere.
To get an idea of what this might mean for us in the future, we’ve only got to look at the best example of UGC around today: YouTube.
Blogging was great, but there appears to be far more power in a video than a long winded piece of text. Home made internet radio is pretty popular, but sadly not to the extent it could be. For this I blame the lack of microphones as standard on modern PCs. YouTube has allowed people to present themselves and their opinions in a way far more effective than has ever been seen before.
Who knows how this could evolve. Anyone can create relatively high production values given the right software. As it becomes easier to edit, present, manipulate, and even research content, more and more possibilities open themselves up to amateur creators. Professionally created material that amateurs could use in their own content, such as blue screen backgrounds, soundtracks, or special effects, could become a respectable market in a few years.
Perhaps User Created interactive experiences could have even more impact. Tools could be written allowing radical and user friendly customisation of game engines. Spore has already started to embark on this fascinating path.
TV appears to be the first casualty of this change of attitude. Simply the advent of more channels started diluting TV audiences in the late 90s. Sheer volume of choice has made people realize that they no longer need to watch what they’re told to watch, that the TV doesn’t have the same power over their lives any more. Even quality programming hasn’t saved it, as the “On Demand” paradigm has put timing in the hands of consumers.
As well as choice and control over TV content, the rise of DVD, the internet, and video games has further dispersed consumer attention. The new generations are growing up with an abundance of choice over their entertainment. This alone is causing them to demand choice and control in everything they do, something that is soon to have a major impact on our lives.
Any race that cures death will end up with a very old, wise and experienced society. Who knows what sort of implications this could have on their world.
The implications of more time alone would dramatically enhance one’s ability to contribute. For example, time to specialise in many fields would bring about more knowledgeable scientists, more skillful musicians and sports people, and more flexible artists. Centuries of honing and refinement would give birth to unseen talent. Throw wisdom into the mix too and you have yourself an extremely enlightened society, making today’s most gifted look like incapable children.
Imagine an artist who masters psychology, quantum physics and child care, and is able to integrate it into their art in a way never before achieved, using skills refined over millennia. The boundaries of magnificence would continue to be pushed to extraordinary levels. This is a world of wonder the likes of which we have never seen.
With vast and varied knowledge, many would be able to integrate obscure connections in their knowledge, much like I was talking about in my blog Time to Improve on Accidental Science. New discoveries and solutions would be found at an ever increasing rate as more and more people learnt to see relationships between seemingly unrelated concepts.
High efficiency achieved by centuries of practice and trial and error would lead to yet another boom, in productivity. Prices would drop and profits would soar, further speeding up the eradication of poverty.