In GAM3R 7H3ORY, I was particularly interested in Wark’s theories about replicating real life in game life with Sims. Personally, I’ve never really been interested in games like Sims or Second Life because I feel like its too much like real life to be a game. Why create a person or persona who has to go to work and buy a house and go to school when you have to do all those things in the real world? Wark’s conclusions are interesting, both the gamer-as-god idea as well as the game space as kind of idealized space: “The game can also work as an atopia, where play is free from work, from necessity, from seriousness, from morality. Kill your Sims, if you want to. Play here has no law but the algorithm. ” I’d never really thought about these simulation games as a way to control or be in control of life, or should I say some kind of life. A close to real life that can be manipulated perhaps give the player more a sense of control of real life than a pure fantasy game because they can see the connections? Maybe, I’m not sure, I’m no psychologist. But I do know, and it has come up in class, that real world contexts effect our interactions with technology. If we live in a world where our lives are so stressful or so out of our own control that we replicate lives in games, which are very popular, so that we can be in control, it must mean that some thing(s) in our modern condition is pushing this need for this type of game.
Unfortunately, becoming too involved in game life as therapeutic release from real life can disastrous consequences. I do think that these cases are isolated, that not everyone would be capable of doing this, but perhaps a few individuals are susceptible to these kinds of problems: