Technology has immortality, cures for the worlds devastating diseases, quantum computing and a host of other science fiction notions in its grasp. Current trends in a number of areas indicate that over the next 10 years many of these technologies will come to fruition. "The Next 10 Years" tracks the trends that will transform our everyday lives in almost unimaginable ways.

Thursday, March 30, 2006

Wired 14.04: Geekonomics: "What if everything in life were free? You'd think we'd be happier. But game designers know better: We'd be bored.

Economics is loosely defined as choice under scarcity. After all, in the real world, there's only so much to go around. You can't always get what you want, and unfulfilled desires give rise to markets. But in a game world, there's no inherent reason for scarcity. Game designers have given us plenty of utopias where we can have all the mithril we want, to buy whatever we want whenever we want it. Problem is, those worlds turn out to be dull. For example, the developers of Active Worlds made everything in the game free. Players built enormous houses - in which there was nothing to do. The game never quite caught on. That's why today's newer massive synthetic worlds make life hard. It's why we have to scheme, fight, and occasionally beg for food, shelter, transportation, and great big flaming swords. Games show us that scarcity can be fun."

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