Wednesday, October 7


For several days now, I have been trying to think of an eloquent analogy for Zach Gage's genius Lose/Lose. But I have failed, largely thanks to the blatant artist's statement that accompanies the game. I really can't describe it better than the author himself. So here you have it.
Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the players computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted.

Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player's mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land?

Why do we assume that because we are given a weapon an awarded for using it, that doing so is right? By way of exploring what it means to kill in a video-game, Lose/Lose broaches bigger questions. As technology grows, our understanding of it diminishes, yet, at the same time, it becomes increasingly important in our lives. At what point does our virtual data become as important to us as physical possessions? If we have reached that point already, what real objects do we value less than our data? What implications does trusting something so important to something we understand so poorly have?
Just wanted to bring that to your attention.

Source: I Heart Chaos via Geekologie via Zach Gage
Image: BlitBlit

Also: Mr. Gage wrote an awesomely enjoyable book called "The Most Self-Involved Book That I Have Ever Written." I would highly recommend it.

No comments:

Post a Comment