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Best Video Game Ever Made -  Eric Eliason

Best Video Game Ever Made (eBook)

(Autor)

eBook Download: EPUB
2016 | 1. Auflage
103 Seiten
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978-1-5439-3400-7 (ISBN)
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I am a philosopher and this book is about my philosophy seen through the eyes of a video game. It is one of science, but science that is understandable to most people. We will explore consciousness since that is the usual goal of video games and understand the parts of the Universe since that is science.
About the Game This game is all about consciousness and the philosophies of science. The game displaying consciousness can give pleasure, as can the player becoming conscious of what they are doing in the game. Since the main objectives in video games are always to be conscious, and the most scientific video game would be about the fundamental pieces of our universe (including people but also matter and idealized cells), we will play as though any of them have or need to get some form of consciousness. There will always be two pieces that have to vie with one another, playing dead, fighting for their lives, or many other things. The gamer can explore science in simple, straight-forward, common-sense ways. Effort is made to show philosophies over science. In other words understanding how physics works goes in front of being technically correct or complete about everything. Things that aren't intuitive are eliminated and simple explanations that work are added. At the time of writing the only thing I couldn't make sense of was quantum entanglement. Rendered consciousness is an act of the gamer or is automated by him/her/it. Conquering, even going all the way from a cell to a human to a planet to a galaxy, can occur. Properties of nature come in for the gamer to deal with, and intelligence of the gamer can reveal intelligence in the game to deal with them. I should mention however, that despite what I say about consciousness this game or philosophy requires nothing be alive. I am trying to help spur creativity in teenagers and young adults and, I hope, I can show you a potential video game that is educational in a fun way and strategic in a way for nearly everyone to understand. I hope to better people's lives with fulfillment, education, entertainment, enjoyment and purpose. I want neither religious mysticism nor scientific mysticism. The physical structure of thought can be shown and explained. A player can either look at a "e;snapshot"e; of the Universe and describe it, or pass through time with the various pieces. There's socially responsible content too, like how to manage life like a really good video game and how to make a video game the way life should be. This book contains 7 sentences about Raelism which is fine in the context. The book is rated E; Raelism is for 15 year olds.

The Case for Love in Video Games
The bottom line is that we want to create (violence-controlled or non-violent) comfortable play with fun levels rendering consciousness to scientific items.
Violent video games (as will be argued) create problems among youth, yet, violent ones can be improved in several ways to help the teenager with their development. Nonviolent video games motivate their players to care not only as pacifists but as ones who apply their brains to challenges. Any science-based video game is the most fun, most simplified, most deep avenue for a young person to explore for accomplishment in video games. It can also motivate great good by being uplifting and immaculate.
Why it makes sense
Tetris ™ improves the brain in many ways like many nonviolent video games. https://www.sciencedaily.com/releases/2009/09/090901082851.htm.
What do the games do to someone? Nonviolent games create love because one measure of love is determination and attention to gaming also increases attention to other people. Giving creates happiness and concentration is a form of love.
As for the violent, while they may stop the worst crimes, they increase mid-hooliganism like bullying. Sensitivity to growing-up experiences may diminish, robbing the player of good, wholesome memories in life. The American Psychological Association is 117,500 strong and has a statement that there is a link “between violent video game use and both increases in aggressive behavior and decreases in prosocial behavior, empathy, and moral engagement.”
A deed in the game is registered as a deed in the brain. When you immerse yourself in the game, you admit that you think it is rational to perform such and such barbaric act (or noble act if you really would do that). Some cannot find a safe outlet from the game that others can.
In Competing People I will cover general ethics that these games can be officiated with to teach peaceful practices.
So before we delve into how to improve violent video games, let us ask a question. Are nonviolent games better anyway with sophistication, the learning curve, difficulty, fun and inspiration?
Sophistication
You pretty much know how to play a first-person shooter at the start. Role playing games can be much more sophisticated and replace the feelings of attack with general strategy. Even though you are killing in role playing games there are many other things you practice to distract you. In the role-playing game Moria™, there are many other themes; each key both capitalized and not represents an item/monster on the screen and does something when typed. In Civilization 5 ™, which we will talk about somewhat later, there are many other aspects of the game. From the top bar their main parameters are science, money, happiness, development, culture, faith and resources. Food is important too. All professions (scouts, settlers, workers and warriors), buildings and explorations and transportations are the result of balancing these 8. There is also territory and type of land/water. Indeed board-games like role-playing, including Dungeons and Dragons, have a lot more to them. Role playing games replace some of the violent feelings of fighting with stories and making other decisions. You still kill and you still usually obey the rule that you have to do it somehow, but it is not as intense and effort is made to make the enemies appropriate to kill, while still having a good plot line. In Moria ™, if you are a magician, your spells kill enemies in “a fit of agony”, according to text. You can however play another character. Similarly, if you are in Star Wars ™ you can be good or evil, because in real life that’s what you can do. In Civilization 5 ™ it is like playing out history. We will show later in this chapter in detail how weaning off of or focusing elsewhere when there is killing and violent killing and torture in different ways can make violent games better.
Learning Curve
Which has a better learning curve? I can’t think of a game that has a better one than chess. www.chess.com, chessbase.com, and The Chess Lv. 100 for windows 10 are great resources. Chess.com has the best learning system (rated), chessbase has the most material available, and The Chess Lv. 100 plays from 200 to 2300 with 100 difficulty levels that all play immediately.
The best violent first person shooter I owned when I first wrote this book was Call of Duty ™ and I think it does impress (and games have gotten better graphically). But chess has better learning, a better stretch of skill; nonviolent video games sell better, and take more dedication.
The franchise for playing chess is in some ways bigger than that of first person shooters - there are 1000s of ways to play chess at www.chessvariants.com. Almost all of these 1000s of chess games are symmetrical. Imagine if you added asymmetrical games. You could put a weight on how much each side beats the other side so the point system in a tournament is fair, switching sides. You could add more than one thousand other games this way. Even who goes first is balanced in chess tournaments to date.
Difficulty, fun, and inspiration
I will show you throughout this book that a game based on love and science can be more comfortable, challenging, fun and inspiring as well. I will also explore violent topics in brief and non-imagining detail and what can be done with them (while immersing the reader in violent feelings as little as I can), so the player can understand the seriousness around violence in reality where real things can be lost (like one’s life) if not defended properly.
To inspire-which helps the world more? Exploiting the worst of technology to create a video game or trying to constructively solve the world’s problems with them? We will look at this now.
How it can be done (single player and two players)
A single player game can be seen like so: an enemy attacks you if you get too close. After preparation, involving patience, creativity and sizing the enemy up, among other things, you go after it. Over-preparation could also help the player to not kill but control the enemy, not just control but be nice with, not just be nice with but make peace with, and not just make peace with but cooperate with.
Here is a good way to win a two player game. Suppose People A are at war with People B. A can seek to kill B, and then get their resources, but people are always more important than resources. A can seek to enslave B, which is better because then they are still alive, but B may break out some time, and it will require a lot of effort to control then, and they may not be so happy and productive towards A. Suppose People A seek to love them so they want to help, and cooperate with them. Further suppose that if B can prove itself peaceful, they can share in technology. This is maximally beneficial to A as they are helped in love and technology and they don’t feel bad about what is done, even if each step would require more effort. A must be brave in its efforts or B could sabotage A.
It should be noted that a game in itself comes out of crafty players who can both see the opponent isn’t threatening them and not retaliate. In a few games that happens. Sometimes in chess that happens. Among weak players, it is easy to detect that they are not going after each other in a game of chess. Live and let live can be the idea. They can go back and forth, or even better, try to liquidate all the pieces down to the kings. Of course if one does a move too strong the other player will want to fight back because they do not want to lose. The greater the strength of the players the harder it is to not suicide and be true to peace. One player can stick it to the other by giving up when the other player has played an inferior move. Kibitzers can check how well the players are doing at this. Computers are so much stronger than players that this might even make a more challenging game.
Different skill level is a problem. One solution is a massive pairing of players of equal skill. Another is that in a complex video game not just shooting but different skills can come out in different players.
You wouldn’t know it from Doom ™, Quake ™ and many more modern games. In these two player games weapons reappear, people have nothing to do but explore and shoot each other and they gain points for doing it.
How to systematically improve violence in video games
Start with broad important topics and systematically go down, just like the Bible.
Killing, defending, punishment, reward.
Some people just want to kill. Others may want to kill the other team. Others may want to kill those on the other team they think are not playing nicely. Still others may kill their own team. Yes there is defending of oneself and others too. Based on nobility estimates there are some rewards and punishments to encourage principle and character in fighting. A person who is noble, when they die, can go to another server before it opens to other players and run around collecting items, being ready for the other players. An ignoble player can have to start late.
Immortality, complete death.
For doing very good a player can become immortal, able to continue to upgrade or level up or just remain antiquated. A punishment, for instance the worst sin may be killing your teammate, could be to be booted from playing for a time or having to start...

Erscheint lt. Verlag 16.10.2016
Sprache englisch
Themenwelt Technik
ISBN-10 1-5439-3400-5 / 1543934005
ISBN-13 978-1-5439-3400-7 / 9781543934007
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