3,223 karma · joined January 31, 2010
Quote I like:
"Make game of that which makes as much of thee" -- Omar Khayaam
Anyone can distribute a movie. A clever 12 year old who knows how CDNs work can set up global distribution in their spare time for fun. This is a problem. Being reduced to a source of funds in a creative business is almost guaranteed business death. In the past, total control over the distribution chain allowed movie publishers to manipulate things to be profitable. There is a very inconvenient fact that businesses in the creative space have to deal with (although they never admit it, not even to themselves) : the public response to any creative work is random. Truly and perfectly random. There is nothing you can do to improve your odds, they remain even. Sure it seems like there are things you can do to bend things in your favor, like use big-name stars, throw a lot of money at the project, etc. But run the numbers. It doesn't work. Not even a little. For every Titanic or Avatar you have a Waterworld or an Ishtar. The book 'A Drunkard's Walk' has a couple chapters about the creative fields, book publishing and movie publishing specifically, where they go through the research and the numbers. It's just random. The audience is different every time, so it makes sense that the end result is randomness in the theaters on opening weekend and right after publication.
So what do you do if you're a business who wants to make money, and your industry has changed from being this thing you could control and make profitable, kicking your failures aside as fast as possible and keeping your successes around for as long as possible, to being mostly a game of chance? You lean on the little control you still have, of course, and movie companies definitely do that in the theaters. Good luck catching a movie after opening weekend if not many people showed up that weekend. Maybe go see Avengers: Endgame for the third time? But that's pretty limited in how much it helps. It still hurts badly to drop $10 million filming a movie and then having to kick it to Bluray or streaming after 4 days in cinemas. What you do is play it as safe as humanly possible. You don't take any chances. You make sure the movies have big names, have big special effects, have big budgets, and you definitely don't do anything that would ever risk limiting your market whatsoever. You don't mention religion, you stay away from politics, you absolutely prostrate yourself at the feet of anyone and try to make the most broadly palatable thing you can based on aggressive focus-testing, analytics, etc. You go wholesale soulless. It's the only option, really. And it probably still won't work. It will probably still catch up to them eventually. Because you can't escape the numbers, and big chances even on the safest bets at the craps table is still gambling.
The creative work will continue to come from independent filmmakers, and their destiny is bright. Not billion-dollar Avengers: Endgame bright, but bright enough to keep yourself warm beside and make a living off of. No longer do they have to keep their fingers crossed and hope Weinstein buys the rights and puts it on a shelf somewhere to prevent it from competing against him in the box office. They can sell to Netflix or Amazon or Disney or just "publish" the thing themselves. And a niche market is fine and survivable.
If the player entirely buys into the reality of the game, then every character not killed was brought to life by the player. Creation of life must be given equal weight to ending of life, shouldn't it? And what lives are these? Mindless drones typically walking eternally in a loop. No family. No friends. No change. It is a desperate hell if considered reality. And the polygonal structure, the low resolution textures, all of those technical limitations, those have to be being processed as reality too, right? (If not, why not?) What consequences does that have? How about the altered physics of the game world? Shouldn't players have great difficulty simply getting around if they accept the physics in games and attempt to act in the real world in accordance with them?
Games draw an awful lot from film. Film is an artform that laces together absurd lies and unreality into an experience that the audience can accept as 'real.' It's a very fascinating subject. If you take a camera, and you point it at two people having a fightfight, do you know what the response of the audience will be? 'Meh. Doesn't seem real.' But instead add a musical track that didn't exist in reality, add cuts in perspective that are impossible for any body/brain/eyes combo to accomplish, take out the meat-slapping sounds of landing hits and substitute in recordings of snapping celery and carrots, and blammo, the audience is on the edge of their seat saying "now that was a REAL fight." Except, of course, no, it wasn't. It is precisely because it bore so little resemblance to actual reality that it worked and the audience were able to maintain their willful suspension of disbelief. The audience is engaging conceptually, but not viscerally.
Games crank that up even further. And they do such a good job of it that is causes us language problems. When people talk about games, they talk about the concepts as if they are real. It is primarily the analysts of games that are least capable of dealing with them in any capacity aside from accepting the concepts as real, while ignoring the real material facts of them. It's like they're so totally un-real and there is so obviously no question at all of their unreality that people just ignore it and proceed on a level of "but what if their CONCEPTS were real and people couldn't tell the difference? Not people like me, of course, but maybe worse people, like young people!"
In the case where this scene was real, the shooters brain would be scarred. Their neurology would be branded by PTSD, their psychology would be turn apart with regret, guilt, etc. And the only distinction between the two situations is knowing it's not real. Clearly, knowing something is not real isn't just a slight thing. It is tremendously strong (maybe impenetrable) armor against the consequences that assail the brain of a person having a real experience.
The whole brain doesn't need to "tell fact from fiction". Only the one tiny piece that holds the "reality" flag seems to be the only thing needed.
There is now a technology which can mess with this flag, and it freaks me out a bit. It's something which feasibly could be done already in a consumer space, but it's not being used, and probably shouldn't ever be except under strict controls. It is usually referred to as "virtual embodiment" and involves using VR in a particular way that tricks the brain into dissociating from your physical body and identifying very profoundly and deeply with a virtual body. It could be done by anyone with a VR headset and separate webcam with the right software. Research is currently being done using the technique for therapeutic uses, and it seems to have some efficacy. Those experimenting with it, though, have realized its power. It could potentially do real, profound, and potentially long-lasting damage to the internal mental 'model' people have of their selves. It could get weird. Like imagine a 15 minute experience that could afflict you with 'phantom limb syndrome' making you feel like you have a painfully tightened fist on a third arm growing out of the center of your chest. They've obviously not experimented with doing anything like that, it would be tremendously unethical to do so, but the therapeutic uses they have had success with being turned, even accidentally, to 'the dark side', could be pretty harmful it seems.
A year or so back I read an article about virtual embodiment and the researchers involved calling for a 'Code of VR Ethics'. They were considering a much more general case which I disagreed with (and still do) and didn't seem to be considering the situation like I described earlier of the actor. The actor has more "immersion" than any VR scenario will ever be capable of having. The actor knows the person they're pointing the gun at is a real human being - a human being they have a personal relationship with - and the scene is 'rendered' is infinite fidelity across all the senses including smell, hearing, touch, proprioception, absolutely everything is dead on exactly what an actual murderer would experience with only the one intellectual fact cluing the brain in to the unreality. I reached out to Dr. Metzinger, the leader in the field of research on virtual embodiment (I didn't realize who he was at the time, I just dug up his email after the article and was surprised he took the time out to carry on a discussion with me for awhile), and asked for his thoughts, but he hadn't considered the situation before. At a first blush he supposed that because it would be easier for the actor to turn their head and see all the cameras, crew, etc, that might factor into it as it would be easier than 'escaping' a VR situation, but that might be balanced with the lack of fidelity in VR, the weight of the headset, etc.
It's really very fascinating that this intellectual knowledge about the fact of the reality of a situation is so powerful. Intellectual knowledge is usually not very effective at all in influencing how the brain responds to things. Consider the situation where you are a person who was not raised in a nudist/naturist body-positive environment (as statistics would suggest you probably are), and one day you come to the rational conclusion that it is both nonsensical and harmful to you for it to bother you if other people see you naked. You can convince yourself of this totally and fully with perfect rational consistency (because it is perfectly rational). Then imagine you get 'pantsed.' Your intellectual knowledge would not protect you from the automatic emotional response and trauma. To change that would require repeated exposure around others with conscious effort expended to alter your emotional response, something which could take years to have a real effect on the trained response that is your emotional system. Your intellectual knowledge can guide that, but it's nowhere near the nearly impenetrable armor of knowing something is not real. That distinction is, to me, very strange.
Yes, if you take up exercise and yoga and healthy eating, that could be seen as 'benefitting yourself'.... but it is OK only because those things are cloaked suffering. They're things you don't want to do, they cause pain or discomfort and involve avoiding doing the things you would prefer to do.
I am open to a counterpoint. I might just not be thinking of something where doing something pleasurable because you care for it for your own benefit is seen as a positive, something a mother would love to hear her child is pursuing, something that would be met with people at a party saying 'good for you!' that is, at the bottom of it, just fun.
Working hard is valued, and should be pursued for its own value. Asking for compensation is crass and devalues your effort. Being productive without suffering or straining is not valued. It is seen as "cheating" and whatever is produced is seen as inherently less valuable. These are problematic perspectives that are causing us social problems and will continue to do so until there is a social re-evaluation of things. Until then... burnout for everybody!
I personally would also like to see Google be the first of many "sellers" of digital goods prosecuted for fraud and false advertising for constantly advertising that they are "selling" you digital content when they are, in fact, only giving you a license which itself amounts to a contract lacking consideration - placing no obligation upon the licensor and extending no legally enforceable benefit to the licensee.
Trusting people to their own devices and doing no more than education is not perfect. But it reduces the odds of unintended consequences like this drastically. It also makes it much easier to change course when necessary.
Computer people don't want to raise the barrier to entry by requiring licensing and following regulations, and money people don't want to pay for licensed computer/software engineers. Not to mention just deciding what the standards should BE and how the standards body should be constituted and run is guaranteed to be a rats nest and a sequence of progress-thwarting horrors... but the cost of not tackling it and paying for it will cost lives. We can be guaranteed that.