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	Comments on: Beauty in a  car crash	</title>
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	<link>https://www.jesperjuul.net/ludologist/2003/06/11/beauty-in-a-car-crash/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
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		By: Bezzy		</title>
		<link>https://www.jesperjuul.net/ludologist/2003/06/11/beauty-in-a-car-crash/comment-page-1/#comment-16</link>

		<dc:creator><![CDATA[Bezzy]]></dc:creator>
		<pubDate>Thu, 12 Jun 2003 03:26:32 +0000</pubDate>
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					<description><![CDATA[Society becomes obsessed with anything it suppresses: We alienate our dead to the point where dying is almost considered unnatural. So is it any wonder that many games are filled with simulated death and destruction? 

I suppose that death also tends to be a very natural metaphor for a common mechanic of deleting an entity in a game state.

The crash mode in burnout 2 is certainly very fun, but it does feel quite random. After your initial impact (Assuming the sometimes crazy collision detection works) the outcome &lt;b&gt;is&lt;/b&gt; deterministic, but that consistancy is based on so many different aspects that the outcome is actually unpredictable by a frail human mind. It&#039;s chaos, literally - percieved randomness from deterministic rules. So, the player is force to blindly try to find a &quot;sweet spot&quot; that will cause the most damage. (Over Analysis time) Maybe this says something about creativity and marketing - you can do a lot to try to achieve a hit with your film/song/book/game, but after your initial efforts, its success is really out of your hands (I should never be allowed to over analyse anymore. Accept my humble apology).

(I&#039;m just saying that it&#039;s really rather hard to play skilfully or intentionally. It&#039;s a complex way of rolling dice. A very fun way, no doubt, but still pretty random (and randomly pretty)).]]></description>
			<content:encoded><![CDATA[<p>Society becomes obsessed with anything it suppresses: We alienate our dead to the point where dying is almost considered unnatural. So is it any wonder that many games are filled with simulated death and destruction? </p>
<p>I suppose that death also tends to be a very natural metaphor for a common mechanic of deleting an entity in a game state.</p>
<p>The crash mode in burnout 2 is certainly very fun, but it does feel quite random. After your initial impact (Assuming the sometimes crazy collision detection works) the outcome <b>is</b> deterministic, but that consistancy is based on so many different aspects that the outcome is actually unpredictable by a frail human mind. It&#8217;s chaos, literally &#8211; percieved randomness from deterministic rules. So, the player is force to blindly try to find a &#8220;sweet spot&#8221; that will cause the most damage. (Over Analysis time) Maybe this says something about creativity and marketing &#8211; you can do a lot to try to achieve a hit with your film/song/book/game, but after your initial efforts, its success is really out of your hands (I should never be allowed to over analyse anymore. Accept my humble apology).</p>
<p>(I&#8217;m just saying that it&#8217;s really rather hard to play skilfully or intentionally. It&#8217;s a complex way of rolling dice. A very fun way, no doubt, but still pretty random (and randomly pretty)).</p>
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