January 09, 2006

Close Playing 1

1. September 12

This simulation is a reaction to the events that occurred September 11. It is a simulation of the terrorist attacks on Kabul, Afghanistan. When the “game” first loaded the instructions said that it was not a game but a simulation where you decided to shoot or not. When you target an object and shoot it the scope becomes red and doesn’t allow you to shoot until its timer goes out. When you shoot people, others come to mourn and cries are heard. Those mourners become the terrorists and if you continue to play the simulation more and more terrorists are created.

This simulation is a perfect representation of the cycle of war. Once an attack has been done, the country that was attacked retaliates and wastes no time or money. Anyone who gets in the way is destroyed innocent or guilty which is why in the simulation innocent mourners become terrorists. They feel they must take revenge on those who killed the others. This simulation produced by Kabul Kaboom is a depiction what violence does; it creates more violence. It is trying to say that the worst way to take revenge is by force because it will only lead to more violence.


2. Madrid

I did not understand this simulation at first. I understood the task but not idea behind it. After trying to keep the candles lit, I found it was impossible to keep all of the candles lit at once. The idea behind the simulation is exactly that; keep the candles lit. The people who hold those candles were victims of bombing. Each is wearing a t-shirt saying I love (a city). They are trying to keep their memory alive but as hard as you try it is impossible. I think the point of this simulation is to remind people of what and who is lost in these bombings. Even though we have learned so much from each bombing they don’t seem to stop. The attacks keep happening due to hatred. The people in this simulation are portraying community, friendship, and togetherness, things that are not seen in the world as much because of the attacks. The candles represent hope, remembrance and innocence. Keeping them brighter is a sign of hope that maybe the fighting will cease one day and people will ban together to make the world a better place (wishful thinking huh?).

Posted by Kayla Lukacs at January 9, 2006 11:41 AM | TrackBack
Comments

It is wishfully thinking. September 12th really contradicts Koster's theory of patterns and repetition, for each time we try to kill terrorists, the dead civilians convert, forcing a different thought process each time. Maybe he can argue patterned response, but there is a deeper meaning here. Without being able to win or score points the game play is drastically changed.

Posted by: Stephan Puff at January 10, 2006 10:05 PM

The game is not even a game at all. It has no objective, but as it states in the begining is a simulation. Each simulation has an outcome based on choices made by the user (you). In this case if you shot you, created more war, if you didn't shoot you became vulnerable. I wonder if anyone in the class didn't submit to the action of violence?

Posted by: Leslie Rodriguez at January 10, 2006 11:18 PM

What is the difference between a game and a simulation?

I tried blowing up all the buildings...maybe they would all starve to death, but they just kept walking in the way. I wish it had the option to poison the water.

Well why wouldn't we shoot. We want to know the outcome. We have to keep trying till we see a pattern; Koster style. haha

Posted by: Stephan Puff at January 10, 2006 11:22 PM

I think that in a simulation you are placed in someone elses world and you are forced to submit to their rules. Didn't you feel as if the terrorists and civilians were almost drawn to the missiles? It wasn't even like the needed to be heat seeking. Hmmmm.

I wish at the end of the simulation there was a little more political play and the camera panned around to show the man behind the attack: President George W. Bush. Well, it wouldn't be stretching the truth. Hows that for a simulation?

Posted by: Leslie Rodriguez at January 10, 2006 11:30 PM

"In a simulation you are placed in someone elses world and you are forced to submit to their rules."

That sounds like any game no? What is the difference between a simulation and a game? Are games like Sim City a simulation or a game. It simulates the contruction of a city, but has rules and goal markers.

Posted by: Stephan Puff at January 10, 2006 11:42 PM

I think games like the Sims are simulations. You are constructing a city and lives. You play God. But in games like GTA you are the character and in the end you get a reward like money, new cars, or women. What is the main reward of the Sims?

Posted by: Kayla at January 11, 2006 02:00 AM

Since we are still looking to find a clear definition for simulations as well as games, I did a little outside research. According to Wikipedia simulations are not games, but they can be part of what composes a game. The entry on simulation games is very good.

http://en.wikipedia.org/wiki/Simulation_game

Kayla, in regard to what you said about Sim City, not being a game because there is not a reward, I believe that in some cases such as this the gratification one feels after erecting an entire city is very profound and more than enough of a reward. Sim City is not a reward based "game."

Posted by: Leslie Rodriguez at January 11, 2006 08:19 AM

There can never be too many pizza pops.

Posted by: Breast Enlargment at May 11, 2006 10:30 PM
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