written by sonrisu 1130 days ago
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Interesting stuff to think about, especially the fact that some people sit on their computers doing game development for just as long as other people play games--and both people are viewed completely differently (for the most part).
written by marshmonkey 1130 days ago
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True, I guess one role is viewed as constructive though, as working towards a real physical accomplishment. Players are seen as working towards an illusionary accomplishment. I would say that the compulsive toy-makers' contribution is worth more to society than the compulsive toy-players'.
written by Swink 1130 days ago
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Ooh, that's a nice way to phrase it! It is an interesting notion to ponder...how do we assign value to different kinds of bits when each is equally ephemeral. Maybe Lawrence Lessig or someone will come up with a good answer :). It's like we finally have a medium where there is no tangible artifact, only experience. I guess the notion of creating something for others to experience is inherently more virtuous, at least according to our societal values. Service in the broad sense, rather than the intimate, callused-hands sense. I wonder, is there a video game equivalent of being a good father or helping your mom with the chores? Being a really good waiter? Charity and service versus creativity. Hmm...
written by marshmonkey 1130 days ago
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At least creation of the game adds something to our culture. In-game achievements contribute to what, perhaps the virtual culture of the online community of your server? But then you can look at the time people spend in games like second life being creative, is that more valuable than time spent raiding in a WoW guild?
written by sonrisu 1129 days ago
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I think that one of more important things to consider when dealing with online communities in regards to achievements or time spent is that it is only valuable or actually worth something as long as the servers are running. If something happens to the company housing the servers, all of those achievements and effort goes down the drain since it can no longer be accessed.
written by marshmonkey 1128 days ago
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I think a lot of people in guilds/clans that play with the same group of people from game to game would say that the time spent with their peers is something they come away with. I have heard many people describe that the value is in the journey and not the destination.
Comments
Interesting stuff to think about, especially the fact that some people sit on their computers doing game development for just as long as other people play games--and both people are viewed completely differently (for the most part).
True, I guess one role is viewed as constructive though, as working towards a real physical accomplishment. Players are seen as working towards an illusionary accomplishment. I would say that the compulsive toy-makers' contribution is worth more to society than the compulsive toy-players'.
Ooh, that's a nice way to phrase it! It is an interesting notion to ponder...how do we assign value to different kinds of bits when each is equally ephemeral. Maybe Lawrence Lessig or someone will come up with a good answer :). It's like we finally have a medium where there is no tangible artifact, only experience. I guess the notion of creating something for others to experience is inherently more virtuous, at least according to our societal values. Service in the broad sense, rather than the intimate, callused-hands sense. I wonder, is there a video game equivalent of being a good father or helping your mom with the chores? Being a really good waiter? Charity and service versus creativity. Hmm...
At least creation of the game adds something to our culture. In-game achievements contribute to what, perhaps the virtual culture of the online community of your server? But then you can look at the time people spend in games like second life being creative, is that more valuable than time spent raiding in a WoW guild?
I think that one of more important things to consider when dealing with online communities in regards to achievements or time spent is that it is only valuable or actually worth something as long as the servers are running. If something happens to the company housing the servers, all of those achievements and effort goes down the drain since it can no longer be accessed.
I think a lot of people in guilds/clans that play with the same group of people from game to game would say that the time spent with their peers is something they come away with. I have heard many people describe that the value is in the journey and not the destination.