Pattern Recognition
Unless, of course, I've ruined that trend by posting this. In which case, you can still expect to wait 18 months, only with significantly shorter results.
Labels: filler
Labels: filler
"I think for us to quote [the success of certain educational games] as an industry and say let's start producing edutainment type products – we'll lose a lot of money.I don't think it's ever been done in a clever and good way because you lose the focus of it being fun and involving"This sentiment strikes me as being similar to:
People have made some really delicious cakes in the past, with some really interesting flavours in there. But whenever we make cakes, we always fill them with bees. The bees really hurt when we eat the cake, so I guess none of us should ever make cake again."I dunno, maybe just don't fill it with bees in future? If your educational games keep going wrong because you forget they're supposed to be games, why not try sticking a Post-It on your monitor to remind you what you're doing? Or glance over at the 360 dev kit sat on your desk, and think why it might be there? By all means make a game first, but don't immediately exclude all ideas of educational content, just because people have messed it up in the past.
It was the Virtual Hallucination Project.
Set up as a research experiment to test whether symptoms of schizophrenia could be usefully represented in a virtual world, the project exists as a "virtual schizophrenia simulator", housed in an innocent-looking bungalow in the Second Life universe. On arrival, the player is asked to put on the "hallucination badge", and start the tour. Walking through the building, the player is subjected to various visual hallucinations - printed text metamorphosing before their eyes, chequered floor tiles appearing as stepping stones, their own reflection dying in a bathroom mirror. These are accompanied by a constant stream of "voices", telling the player how worthless they are and how they may as well be dead. Whilst the rather underwhelming 3D engine offered by Second Life gave the visual aspects of the tour less gravity than they deserved, the audio elements were really quite chilling, the relentless streaming of which giving (as far as I can tell) an incredibly accurate portrayal of the voices heard by schizophrenics - especially when heard through headphones.
After leaving the tour, I realised something quite scary: Second Life itself is basically one big schizophrenia simulator. Objects appear in the player's peripheral vision or on the horizon, then disappear just as quickly when the player moves to look at them; "voices" appear from apparently non-existent sources, or from inanimate everyday objects; walls, ceilings or even the floor the player is standing on can disappear at a moment's notice. Combined with the fact that the player is perfectly able to leave the hallucination tour with their voices from their "hallucination badge" still running, the whole Second Life experience could become very unnerving indeed. Where else but here could a tourist attraction leave you with such a chilling souvenir, as the virtual equivalent of a crippling mental illness?
Labels: hallucinations, schizophrenia, Second Life
Labels: never going to happen, new beginnings