Spring 2012 -- INFO 490-CS / CMN 496-CS, Prof. Christian Sandvig
 

(*) Habitat #9

When reading, “The Lessons of Lucasfilm’s Habitat”, I couldn’t help but think that this game is ahead of its time. Not so much on technology but on an imagination/creativity level. I feel that it has open doors for many flourishing ideas such as chat rooms and other social Medias. It’s intriguing that Famer and Morningstar created the idea of creating a cyber-world where things weren’t fixed such as other games but rather provided a broader milieu of endless possibilities and activities so that the players could choose his/her own destiny, driven by their own internal wants and needs, with little to no inclinations. The play setting that involves technology which compares to habitat is the simple cell phone. Reason being is because not only do both involve real people experiences but also the creativeness of both a cell phone and the Habitat game is not directed toward any crowd. For example adults love to chat and conduct business on cell phones just as young people like to chat and play games at the same time. What I am trying to say is that they both create such an atmosphere where people are living an illusion where the common perception can be altered. I’m sure the expectation for Habitat was very high but when making a game which requires simulation of real life events, the creator has to know that real life problems can occur. Humans seem to adapt to things and once they do they always want more/change. By adding weapons and destruction to the game Habitat made the madness come out. Just as adding features such as “Facebook”, “twitter”, and programing devices to cell phones, people will find a way to be the conqueror of being the best. Expectations are bound to be broken.

15 Apr17:46

re: Habitat #9

By aimee

Hi, delo3. This post was handed in after the deadline, so it can't get a grade. If you want to discuss it (or anything else), do feel free to come to my office hours.

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