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>> No.11242002 [View]
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11242002

>>11241946
i do too.

i mean i'll use kind of a weird example here. in something like pic rel don't think it's necessarily all about the thrill of conquering poland. maybe in some sense that's true, but ultimately it wears off. what *doesn't* wear off is this mysterious thing about simulation itself. games aren't movies, but what's the future for all of this irony and spectacle and so on?

i've been really hung up on this for a couple of days now, and the only answer that makes sense - i know this is reductive, and it's late, so don't shit on me too much - is that the only reason we make art is to basically create a good simulator.
>not the only reason
>w/ev

simulators don't need to have *meaning,* they only need to have verisimilitude. but why? maybe just because it feels good to make something somebody else can play in .this isn't the same thing as movies and spectacle (here, Look at This) and it can't just be all about making money either. what we learn about simulators is that minds like complex toys to play with, and the more virtual things get, the more we have to keep making more intelligent games
>true, we can make viral cashgrab garbage too
>and no, HoI4 is not perfect, it's just an example
>tfw so fucking ironic you have to have internal greentext conversations with yourself in order to make a point

so, just things like this. we don't make things to contain ideas, or like some perverse show and tell, but...just for the mystery of simulation. and why would you do this except with the understanding that other minds are much like your own? and if you have that kind of intimation, how is that not...just a fucking great thought? we don't know what the difference is between the real and the fake, so we try and make a really really good simulator for the next guy...art in this sense is basically like a shit-test for your capacity for empathy (and intelligence) in this regard. junk meme trash is inevitable, but...i don't know, it's better to create wonder. which you can only do by going outside of yourself.

again, sorry for the ramble, but it's been something i've been thinking about for a while, aesthetics and simulation and tech. just glad to get it out. sorry if it's wildly off-topic.

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