Aesthetics: March 2008 Archive Page

I love the retrofuture. The year I was born, 1968, Mechanix Illustrated offered this prediction of life in the year 2008. I'm still waiting for my flying car, but some of the other predictions were remarkably accurate.

The single most important item in 2008 households is the computer. These electronic brains govern everything from meal preparation and waking up the household to assembling shopping lists and keeping track of the bank balance. Sensors in kitchen appliances, climatizing units, communicators, power supply and other household utilities warn the computer when the item is likely to fail. A repairman will show up even before any obvious breakdown occurs.

Computers also handle travel reservations, relay telephone messages, keep track of birthdays and anniversaries, compute taxes and even figure the monthly bills for electricity, water, telephone and other utilities. Not every family has its private computer. Many families reserve time on a city or regional computer to serve their needs. The machine tallies up its own services and submits a bill, just as it does with other utilities.

Money has all but disappeared. Employers deposit salary checks directly into their employees' accounts. Credit cards are used for paying all bills. Each time you buy something, the card's number is fed into the store's computer station. A master computer then deducts the charge from your bank balance.

Computers not only keep track of money, they make spending it easier. TV-telephone shopping is common. To shop, you simply press the numbered code of a giant shopping center. You press another combination to zero in on the department and the merchandise in which you are interested. When you see what you want, you press a number that signifies "buy," and the household computer takes over, places the order, notifies the store of the home address and subtracts the purchase price from your bank balance. Much of the family shopping is done this way. Instead of being jostled by crowds, shoppers electronically browse through the merchandise of any number of stores.

People have more time for leisure activities in the year 2008. The average work day is about four hours. But the extra time isn't totally free. The pace of technological advance is such that a certain amount of a jobholder's spare time is used in keeping up with the new developments--on the average, about two hours of home study a day.


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Play This Thing offers this review of "Photopia" (a text game by Adam Cadre).
Photopia is very, very linear. It has very simple puzzles. It's barely interactive at all.

And yet it works. Photopia could be a short story, but it would lose most of its impact. It's difficult to explain why that is without ruining the game. The key to Photopia's success is the interactions between the player and the main character (who, interestingly enough, is never actually playable).

Photopia
takes the term "interactive fiction" to a new level, because that's really what it is.

Photopia actually brought IF to that new level almost 10 years ago, back in 1998, so this isn't exactly news -- but the game is still worth the praise today.

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March 22, 2008

Owly 2

Carolyn, my five-year-old, wept in the middle of "Owly 2: Just a Little Blue."  The Owly books use no words, just icons and facial expressions to tell some very complex stories. Carolyn likes stories about adventure and friendship, and she's a visual learner. Once I helped her interpret the first few speech bubble icons, she was able to "read" the story to me quite easily. Bedtime is always a struggle for her, and I don't think she was really prepared for the emotional intensity of the story. The story ends on a happy note, but the next day she was still distressed enough that she had to tell mommy about the sad parts.

There's no death or betrayal, just a misunderstanding, but the long wordless sequence where Owly seems to give up his hopes communicates disappointment and sadness so clearly that I think my daughter was caught off-guard.  The book is absolutely delightful, but you should know your child -- the artwork really drives the emotion home. 


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Gravitation: an autobiographical video game. I'm sick right now, or I'd give a better description. Not quite as emotional for me as the same designer's Passage, but another short game that illustrates the possibility of packing games with an emotional argument.

Gravitation.png





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About this Archive

This page is a archive of entries in the Aesthetics category from March 2008.

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