half-ironic theory: the accuracy of our societal view of survival and the development of technology has been significantly damaged by how those things are presented in videogames

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I remember reading about how a generation is growing up with a fucked up view of ecology because in Minecraft you can always just replace the fungible cubes you took away and everything is fine

in RimWorld you harvest cotton and get.... cloth. the medievalists in the chat are weeping

the simplifications all make sense for gameplay but also, like, no Virginia there are some pretty fundamental issues with the idea of space colonization

because it is fun to take your little individual avatar and go do things that look like survival, people adopt a subconscious belief that an individual can go off into the woods and survive in something approximating what they consider reasonable comfort

@maya city builders misrepresent the progression of infrastructure technology in similar ways, it's a widespread problem

@PetraOleum @maya reminded of the horrific (yet just subtle enough to get past a naΓ―ve player) classist assumptions in SimCity again...

@carcinopithecus @maya it's a basic as the transport and power options you'd have for a 1900 start (coal and cars), but that also sucks

@maya everybody is diseased and miserable but number go up so it's good

@maya if our number is higher than everyone else's at the end of the game then we win

(how long the game lasted is not tracked on this score counter and therefore is of no concern)

@maya This is genuinely hilarious to me, only because of how true it logistically could be. Like, in minecraft you can plant a bunch of saplings next to each other and get another giant jungle tree, but unfortunately that doesn't work irl for old growth forests...

@maya In a funnier manner though, in minecraft you can take apart a tree and flip the order of the blocks for no reason other than to fuck with the world

@maya I suspect it’s the other way round - Enlightenment ideas of β€œprogress” inform a whole lineage of fantasies from Robinson Crusoe through the myth of the frontier to the survivalists of the late Cold War and eventually into games

@ghost_bird I specifically mean the impact of how games have to have a palatable difficulty to be fun, so they can't represent things as too complex or too hard for the player to manage, so people get an unrealistic sense of what's "doable". as with all things there is, of course, More Context than is captured within that one dynamic

@maya Many more people play games than read survivalist fiction, at least, so I see your point

@maya This is a good take, in part because - I love sandbox games - and I love them for delivering that specific "control" fantasy of a place with no people, no systems, but perhaps I can build a tiny cabin in the woods with my dog and grow pumpkins? That's a key part of the appeal of the genre.


gentlemen, we can not continue to use the Nether for our energy needs. this study has shown that lava is a non-replaceable resource!

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Conventicle of the Lesser Occult Institute

The Conventicle of the Lesser Occult Institute