{"id":185222,"date":"2017-03-29T11:04:23","date_gmt":"2017-03-29T15:04:23","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/everything-a-must-play-game-like-nothing-youve-seen-before-wired\/"},"modified":"2017-03-29T11:04:23","modified_gmt":"2017-03-29T15:04:23","slug":"everything-a-must-play-game-like-nothing-youve-seen-before-wired","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/rationalism\/everything-a-must-play-game-like-nothing-youve-seen-before-wired\/","title":{"rendered":"Everything, a Must-Play Game Like Nothing You&#8217;ve Seen Before &#8211; WIRED"},"content":{"rendered":"<p><p>          Slide:          1 \/          of 3. Caption: David O'Reilly\/Sony        <\/p>\n<p>          Slide:          2 \/          of 3. Caption: David O'Reilly\/Sony        <\/p>\n<p>          Slide:          3 \/          of 3. Caption: David O'Reilly\/Sony        <\/p>\n<p>    I am a polar bear, careening over snowy hills in continuous    cartwheels. Then, I am a pack of Douglas firs, our branches    undulating like snakes. Then an elk. A galaxy. A desert. A    streak of light imported from deep space. In    Everything, out now on PlayStation 4 (and slated for    PC next month), I am the essenceof creation moving    through all these things. That title isnt a feint or an    oversell: In this game, you can be everything.  <\/p>\n<p>    Everything is the brainchild of David OReilly, an    artist and digital creatorwhos probably best    knownfor designing the videogame interfaces used in Spike    Jonzes Her. In the videogame world, though, hes    celebratedas the creator of Mountain, a    beguiling and confounding titleabout the life of a single    mountain, suspended in space. It lived on your computer. Life    grew on it. It talked to you. Eventually, it would leave.    Mountain was a polarizing work, the sort of    thingthat provokescritical debate about what a    videogame actually is. At its heart,    though,Mountain was an eccentric, playful    meditation on existence from a narrow field of viewa sort of    ontological toybox.  <\/p>\n<p>    Everything takes that same sensibility and projects it    to the heavens.  <\/p>\n<p>    You begin the gameat a determined, procedurally generated    pointa specific object in a specific place, at a specific time    of day. In my case, I was a moose on an ice continent. How you    proceed, though,is entirely up to you. You can spend the    entire game as that single object, settling in to your    surroundings, listening to the thoughts of fellow creatures and    objects, and considering the weight of your solitary life. Or    you can write your own cosmic encyclopedia, jumping from object    to object using the games simple set of verbs: Press one    button to look for objects larger than you; another for objects    smaller. Ascend and descend by way of comparison, from galaxies    to atoms to one-dimensional plasma beings.  <\/p>\n<p>    OReillys playground is a superb adventure of intuition. I    allowed myself to soar through the universe as whatever caught    my fancy. Its an experience that lends itself to lists: I    spent half an hour as a flower blooming at the bottom of the    ocean. I spread my consciousness over so many cars that I    couldnteven move them all. I wasa snowman; I    gathered my family together and danced.  <\/p>\n<p>    [Mountain and Everything] are what I think    is interesting about games, OReilly told me at last months    Game Developer Conference, which is the ability to describe    worlds through systems. Those systems, though, are all    beholden to something larger.Everything depicts    a world where all objects are both combined and separated,    paradoxically of the same substance yetwith unfathomable    gaps between them. Scattered throughout the environment are    prompts that bring up audio narration fromBritish    philosopher and theologian Alan Watts, whose blend of Western    rationalism with Buddhist thought made him a popular (and    divisive) figure in the 50s and 60s. As you occupy the life    of a family of algae or read the thoughts of a television with    relationship problems, Wattstells you about the basic    interconnectivity of all things, the way in which we are all a    part of one grand, luminescent thing. Its symbiosis    on a mass scale, writ across the innumerable bodies that    populate the universe.  <\/p>\n<p>    OReilly, sees that broad, integrative thinking as having its    roots inMountain. Whats interesting about a    mountain is that its not a sectioned-off thing, he said.    Its earth pushed through the ground over millions of years.    Theyre moving things, but we dont see that. And they have    tons of life on them. Its hard to say exactly what a    mountain is. Its more of a blurred thing.  <\/p>\n<p>    Everything, then, is an exercise in blurring. Jumping    fromanothervessel to anotherisnt the only    thing you can do; you can also dance, via abutton that    makes the objects in your control move in strange, rhythmic    patterns. Its an effective metaphor for what the game itself    accomplishes. Everything is a dance through objects    and space, a playfuland mindfulwaltz through a simulated    space. In trying to approximate something unfathomable and    infinite, it conjuressomething deeply emotional, a play    experience that evokes the naturalistic optimism of Waldo Ralph    Emerson as much as it does the system-based entertainment of    Will Wright. Its a wonderful accomplishment; the kind of    videogame you want to bringhome to meet your parents.  <\/p>\n<p>    OReilly told me that Everything is designed to run    forever. He described it to me as an organism that keeps    going. Left its own devices, it will, in fact, play itself,    running in an autoplay mode based on settings that you can    calibrateto your own whims. Strangely, this might be the    most remarkable showcase of Everythings    power:watching the perspective tumble through OReillys    pocket dimension like a sort of high-tech nature documentary,    moving from thing to thing until you discover something youve    never seen, an object whose life you need to learn more about,    and youre movedto pick up the controller all over again    and take it for a spin.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Follow this link:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.wired.com\/2017\/03\/everything-game-review\/\" title=\"Everything, a Must-Play Game Like Nothing You've Seen Before - WIRED\">Everything, a Must-Play Game Like Nothing You've Seen Before - WIRED<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Slide: 1 \/ of 3. Caption: David O'Reilly\/Sony Slide: 2 \/ of 3. 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