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	<title>Zachernuk.com &#187; lessons</title>
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		<title>On the crappy lessons that games teach us &#8211; and an Opticks update!</title>
		<link>http://www.zachernuk.com/2009/07/05/crappy-lessons/</link>
		<comments>http://www.zachernuk.com/2009/07/05/crappy-lessons/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 19:34:20 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Incidental Learning]]></category>
		<category><![CDATA[bandwagon]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[opticks]]></category>
		<category><![CDATA[youtuber]]></category>
		<category><![CDATA[Add new tag]]></category>
		<category><![CDATA[lessons]]></category>
		<category><![CDATA[Opticks]]></category>
		<category><![CDATA[rant]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=242</guid>
		<description><![CDATA[The lessons that we learn from a lot of entertainment can be really, really bad.  I don&#8217;t just mean moral or ethical lessons (though Cracked magazine makes light of those to great result), but lessons about how the world literally works.  When every punch is a knockout, and every bullet into a car creates an [...]]]></description>
			<content:encoded><![CDATA[<p>The lessons that we learn from a lot of entertainment can be really, really bad.  I don&#8217;t just mean moral or ethical lessons (though <a href="http://www.cracked.com/article_16905_7-classic-disney-movies-that-taught-us-terrible-lessons.html" target="_blank">Cracked magazine makes light of those to great result</a>), but lessons about how the world literally works.  When every punch is a knockout, and every bullet into a car creates an explosion we do ourselves a disservice.  The defense &#8220;it&#8217;s not important, because entertainment is supposed to be a diversion from the real world&#8221; is often used as rebuttal here, but I think it misses a crucial point.  Movies and books can be a great way to allow people to think about new ideas &#8211; what happens if the sun goes dark, whether there could be a space elevator etc. &#8211; but games actually let people test some of these ideas out.  What happens when I take a corner in a bus at a hundred miles an hour?  How many crates can I stack on top of each other before the bottom one collapses?</p>
<p>There are countless videos on Youtube of people trying these things out &#8211; stacking barrels in Farcry or balancing helicopters on top of other helicopters in Battlefield: Vietnam.  Constance Steinkuehler, an academic in the field of Educational Communications &amp; Technology, asserts that kids in <em>Lineage </em>and <em>World of Warcraft</em> have been unwittingly <a href="http://www.wired.com/gaming/gamingreviews/commentary/games/2008/09/gamesfrontiers_0908" target="_blank">conducting experiments according to the scientific method</a> in order to understand the world around them!  This behaviour seems to be quite common.  If you look through any forum dedicated to a game  you&#8217;ll find extensive write-ups of all the units, power-ups and a weigh-in on whether something is worth having or doing.  <a href="http://strategy.diii.net">Http://strategy.diii.net,</a> a site for <em>Diablo II</em>, h0as links to strategy guides which outline the principles of experiment design. A site dedicated to <em>World of Warcraft</em>,  <a href="http://www.thottbot.com">thottbot.com</a>, calculates the probability of a monster dropping an item to three significant figures!</p>
<p>In one respect, this is a wonderful development.  People are using rigorous, principled methods of investigation in order to understand the worlds they find themselves in.  On the other hand, those environments are not only artificial &#8211; video games are necessarily artificial &#8211; but worlds with such a feeble resemblance to reality that no relevant knowledge can be gleaned through experimentation.  This is tragic.</p>
<p>This is not an attack on all games, though.  This frustration is aimed at worlds that purport to some degree of realism &#8211; racing games where an autopilot takes control when you spin out (<em>Ridge Racer</em>), or momentum values that are tweaked with no justification to make a spacecraft more maneuverable as a game progresses. I don&#8217;t think all games have to have Newton-perfect calculations of mass and velocity, but I think there ought to be games that at least try.</p>
<p>Towards that end, here&#8217;s another update of what I&#8217;ve been working on.  It&#8217;s really hard to resist holding off on an update because I&#8217;m so close to a breakthrough, but I&#8217;ve found that after one breakthrough is made, it always seems &#8216;close enough&#8217; to the next to hold off again. Consequently, there&#8217;s a lot in now that wasn&#8217;t in the last build. The list of what&#8217;s new is probably less interesting than the thing itself, so here it is:</p>

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<ul>
<li><strong>Colour sliders:</strong> Now, rather than relying on the colour of a mirror being made on the fly, you can select the colour of all the elements, setting a laser to beam only red light, or a mirror to reflect only yellow light etc.</li>
<li><strong>Rotation:</strong> Works now.  You click to select a pivot to rotate the selection about, and drag around to place &#8216;em.</li>
<li><strong>Tooltips: </strong> Finally, there is a little feedback about what things are and what to do with them!</li>
<li><strong>Cirlces: </strong>Only work with lasers at the moment, but they are solid, circular mirrors that could be considered to have a &#8220;mass&#8221;.  One day.</li>
<li><strong>Polygons: </strong>These do work with beams and lasers, but do some silly things with beams (when you point the beam on to an angle less than 180º) . These could also be considered to have mass one day.</li>
</ul>
<p>What&#8217;s next?  Remote loading and saving (I&#8217;m going to need some help with PHP for that), and then Box2D!  I&#8217;ve been messing around with some ideas for games that could actually <em>use</em> this engine, and I&#8217;ve come up with one idea, which I&#8217;ve sketched out on <a href="http://www.flickr.com/photos/brandelf/3635546314/">my Flickr page</a>, but that&#8217;s as far as it goes right now.  When I have more, I will show it!</p>
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