Playing a game may teach the player that he can optimize the game only in certain ways (or that the game is impossible to win, like Global Thermonuclear War); but it’s open to question whether the optimal game strategy corresponds to an optimal real-life strategy.
As we see more of this kind of thing (and I think we will), we as consumers of educational and editorial games, are going to need to stay alert and savvy, conscious of the way a game’s rules can look like they emulate real life constraints without actually doing so. A case in point is the way Electrocity lets me participate in a fuel market without experiencing any repercussions at all from the fossil fuel burning by the people in the next town over. Would it be better all around if I just kept it in the ground? Maybe, maybe not — but within the game there’s no incentive to think about that. —Emily Short —Educational and Editorial Games (Emily Short’s Interactive Fiction)
Educational and Editorial Games
I’m thinking this is a still from the cringey Season 1 episode of TNG where the natives bu...
Each building in my #medievalyork simulation has four levels of detail (so that distant ob...
Another corner building. Designed and textured. Needs an interior. #blender3d #design #ae...
What have my students learned about creative nonfiction writing? During class they are col...
There’s No Longer Any Doubt That Hollywood Writing Is Powering AI
The complex geometry on this wedge building took me all weekend. #blender3d #medievalyork...