Archive for June, 2012
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Can a Computer Make You Cry?
Right now, no one knows. This is partly because many would consider the very idea frivolous. But it’s also because whoever successfully answers this question must first have answered several others.
Why do we cry? Why do we laugh, or love, or smile? What are the touchstones of our emotions?
Until now, the people who asked such questions tended not to be the same people who ran software companies. Instead, they were writers, filmmakers, painters, musicians. They were, in the traditional sense, artists.
We’re about to change that tradition. The name of our company is Electronic Arts.
Software worthy of the minds that use it.
We are a new association of electronic artists united by a common goal—to fulfill the enormous potential of the personal computer.
In the short term, this means transcending its present use as a facilitator of unimaginative tasks and a medium for blasting aliens. In the long term, however, we can expect a great deal more.
These are wondrous machines we have created, and in them can be seen a bit of their makers. It is as if we had invested them with the image of our minds. And through them, we are learning more and more about ourselves.
We learn, for instance, that we are more entertained by the involvement of our imaginations than by passive viewing and listening. We learn that we are better taught by experiences than by memorization. And we learn that the traditional distinctions—the ones that are made between art and entertainment and education—don’t always apply.
Towards a language of dreams.
In short, we are finding that the computer can be more than just a processor of data.
It is a communications medium: an interactive tool that can bring people’s thoughts and feelings closer together, perhaps closer than ever before. And while fifty years from now, its creation may seem no more important than the advent of motion pictures or television, there is a chance it will mean something more.
Something along the lines of a universal language of ideas and emotions. Something like a smile.
The first publications of Electronic Arts are now available. We suspect you’ll be hearing a lot about them. Some of them are games like you’ve never seen before, that get more out of your computer than other games ever have. Others are harder to categorize—and we like that.
We’re providing a special environment for talented, independent software artists. It’s a supportive environment, in which big ideas are given room to grow. And some of America’s most respected software artists are beginning to take notice.
We think our current work reflects this very special commitment. And though we are few in number today and apart from the mainstream of the mass software marketplace, we are confident that both time and vision are on our side.
Join us. We see farther.
this kind of styling is really just letting the whole nation down. they need to get some of those funky hairdressers in to help these lost rockers out!
Dominic here. Check out this fan-made personality test attempting to link in game data with player personalities.
The test consists of submitting your gamer profile (with all of your Battlefield 3 stats attached) and answering 100 questions about yourself. Below you can find a summary of my stats along with the player personality map that they churned out. I dont find it very revealing or insightful, but the project is an interesting step forward in attempting to bridge the world of psychology and game data. Unfortunately the current map seems to only be generated out of the answer I submitted, while the Psyops Project team begins to do the real work of analyzing the survey data I submitted with the data generated by my gaming sessions. Very excited to see where they go with this.