Post by Azherae on 2021-06-17 20:33:58
I'll throw in my feelings on this as the Devil's Advocate. Expect me to argue against everything, not because I genuinely dislike these ideas, but because I may have a unique perspective that allows me to help others refine some aspects of this, maybe even into something that might be easier to implement.
Basic Philosophical Error of Kant
It's pointed out in the video already, that understanding, and math, allows us to surpass a lot of the related feelings of this. The video then goes into a discussion that humans cannot understand certain things because they are too large, but this isn't true. The building blocks of consciousness allow some, in fact, many, to take items of what seem to be near infinite complexity, and reduce them down with astonishing rapidity.
Chess is the basic example. Chess itself has so many variations as to be a true game still rather than a solved game, but a chess master does not look at any naturally or even contrived scenario in a chess game and feel this. They can rapidly 'reverse engineer' how it came into being.
Basic Design Philosophy Error of Game Grandeur: Scale and Scope
In short, a player only experiences these things once. Even in games that can generate random vistas like Minecraft, you quickly 'get used to it'. The size and scale are not representative to all or even most players, because we as players experience these things as abstractions, due to a number of factors. To make anything bigger or more 'impactful' only works once. In fact, in games, grandeur is better applied in the opposite direction. To make the tiny things.
Basic Design Philosophy Error of Game Dynamism: Reactive Modeling
Reactively modeled systems, where A leads to B, and the viewer is able to intuit the event, can be very immersive if the one experiencing the situation has to not only intuit A, but also find and verify A. This leads to the feeling of exploration found in earlier science, in the realm of Newton and so on, and at the current cutting edge of physics and astrophysics. Unfortunately, in games, 'wonder' is harder to maintain in this case because of the simplicity required to give the player the appreciation. In order for it to be found, or understood, by enough players for them to enjoy it, it must generally, by nature, be easy enough that it soon becomes a known, and therefore the gate is time.
So I posit, from this, that the suggestions given, fall into all these traps, and could be improved significantly with more attention paid to the 'errors'. (again, Devil's Advocate, I love the ideas themselves).
Scale, Scope and Reactive Models are fun, immersive, breathtaking.
But they're Awesome/Beautiful, not Erhabenheit.
For that in games, you need something else (let me know if to just say what the Advocate's stance on what that 'something else' is).
This thread is interesting, but I don't want to derail it, so @Nerror , let me know if this isn't the path you want to entertain and I'll get out of the way.
Basic Philosophical Error of Kant
It's pointed out in the video already, that understanding, and math, allows us to surpass a lot of the related feelings of this. The video then goes into a discussion that humans cannot understand certain things because they are too large, but this isn't true. The building blocks of consciousness allow some, in fact, many, to take items of what seem to be near infinite complexity, and reduce them down with astonishing rapidity.
Chess is the basic example. Chess itself has so many variations as to be a true game still rather than a solved game, but a chess master does not look at any naturally or even contrived scenario in a chess game and feel this. They can rapidly 'reverse engineer' how it came into being.
Basic Design Philosophy Error of Game Grandeur: Scale and Scope
In short, a player only experiences these things once. Even in games that can generate random vistas like Minecraft, you quickly 'get used to it'. The size and scale are not representative to all or even most players, because we as players experience these things as abstractions, due to a number of factors. To make anything bigger or more 'impactful' only works once. In fact, in games, grandeur is better applied in the opposite direction. To make the tiny things.
Basic Design Philosophy Error of Game Dynamism: Reactive Modeling
Reactively modeled systems, where A leads to B, and the viewer is able to intuit the event, can be very immersive if the one experiencing the situation has to not only intuit A, but also find and verify A. This leads to the feeling of exploration found in earlier science, in the realm of Newton and so on, and at the current cutting edge of physics and astrophysics. Unfortunately, in games, 'wonder' is harder to maintain in this case because of the simplicity required to give the player the appreciation. In order for it to be found, or understood, by enough players for them to enjoy it, it must generally, by nature, be easy enough that it soon becomes a known, and therefore the gate is time.
So I posit, from this, that the suggestions given, fall into all these traps, and could be improved significantly with more attention paid to the 'errors'. (again, Devil's Advocate, I love the ideas themselves).
Scale, Scope and Reactive Models are fun, immersive, breathtaking.
But they're Awesome/Beautiful, not Erhabenheit.
For that in games, you need something else (let me know if to just say what the Advocate's stance on what that 'something else' is).
This thread is interesting, but I don't want to derail it, so @Nerror , let me know if this isn't the path you want to entertain and I'll get out of the way.