The rather short history of the invention of computers brings to mind one seemingly unique aspect of their rise: Just how fast it all happened, and how fast expansion of computers’ capability and usability happened. Someone mentioned that if cars saw the same rapid growth, then they’d drive faster than we can imagine and cost so little that they were nearly disposable trash once used. So, why are computers so different, I wondered.
My best idea is that computers don’t have to deal with physical constraints and barriers as often as other inventions do. What could we really do with a car that drove a million miles an hour? Surely, we’d all crash and die constantly without some equal innovation in safety. At a technical level, there are often physical constraints to how good a computer can be, like the mess of wires that used to block progress as mentioned in the video, but these things were all hurdled relatively quickly without any inherent difficulties stopping us from going further. Computers deal with virtual reality, which so far has always demanded faster processing and more memory, always having a use for it. We can’t even use the fastest cars we have today on streets, but we can process data just as fast as we want to without fearing for our lives.
New Media Reader Comments
September 27, 2009Here’s the quote I found interesting, and realized is really probably true:
Because I write about video games online for a couple of sites, I know of one specific instance of this sort of thing relating to “are games art?” discussions. Roger Ebert, representing the film medium as its most famous critic, has said a number of times that he doesn’t think video games are or ever will be art. Why? One of his arguments is reflected in the last sentence of the quote above. He doesn’t believe that there can be art without a single strict authorial piece. If there are even branching story paths, then that, in his mind, takes that piece further and further from being art.
One of the strengths of video games is their ability to represent user-created or -chosen content, as in the upcoming Playstation title, Heavy Rain, which is a really interesting experiment. The game has a practically endless script, with branching story paths going everywhere at every single moment, allowing for the game’s story to continue even if the game’s main character(s) die, or have something else happen to them that would usually end the narrative. Life would go on, and so does the game, in a totally new path. Isn’t that more interesting than just a regular mystery story?
Tags: Heavy Rain, New Media, New Media Reader, Playstation, video game, videogame
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