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Technology, Prophecy, and Interactivity

Until recently I was expecting a whole new age of interactivity; But with the smart phone, the technology universe seems to have hit a wall; New tools are added, but no new metaphors; I get the feeling that we are re-hashing low-graphic games from the 80’s; This is what formerly would be called the “Emerging Age of Interactivity”; But which now seems like the emerging age of obscure prophecies about when and if the effulgent dreams of technology will ever be fulfilled with satisfaction;

One could try to predict interactivity; One could say the variety of haptic devices is bound to converge with the new understandings of the brain and direct hand-eye cum nerve-brain connectivity; I am disgusted with the way this has been re-hashed before, and nonetheless I must say, whether or not virtual reality emerges in the near future, there is some question as to whether the basic bullet points of interactivity are being fulfilled, independent of any platform;

We are all familiar with how some low graphic games were superior to the first 3-d simulations; And many of us are now familiar with how 3-d graphics is becoming the new standard of computer interface, initially compromising some of the values, and gradually corporatizing demand, so that the needs that get fulfilled tend to be mass-market interests, in other words large voting categories or genius cohorts; To some extent the puzzle that was present in 2-d games is not solved, because it was the problems already inherent in interface which morphed into the successful games that followed;

Many gaming geeks are familiar with how the greatest insights about a game hark back to insights made with earlier tools and platforms; There is still a reliance on certain forms of traditionalism, particularly those that resemble myth; Although game designers go a long way towards establishing new paradigms when they have a large design team, to some extent these groups end up seeming like ‘lucky lunatics’ in comparison to a struggling status quo; Where the status quo demands originality, the large design teams end up allying themselves with some kind of ‘paradigm virtue’ which emerges by rationalizing market trends and consumer demand, not necessarily making the absolutely brightest moves, except in barebones realistic terms, like pleasure or visuals; By and large, when the terms of success could not be empiricized they were not written into literature, to say nothing about code, and hence did not evolve at the p

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