







a hostile interpretation of the immersive sim, where nothing is planned, and everything works
» The Life and Times of Maxis, Part 3: The Sims The Digital Antiquarian
I don’t think people realize how much tactical and strategic forethought goes into their daily lives. There’s a whole subconscious time-efficiency layer in our lives. In essence, real-time strategy is our lives.
Mohrta
Mohrta is a nonlinear FPS adventure through the strange and otherworldly. Explore a vast selection of unique environments, slay an enormous cast of bizarre creatures, and upgrade your arsenal of multifaceted weapons.

Simulacra and Simulation
Simulacra and Simulation is a 1981 philosophical essay by the philosopher and cultural theorist Jean Baudrillard, in which he seeks to examine the relationships between reality, symbols, and society, in particular the significations and symbolism of culture and media involved in constructing an understanding of shared existence.
» Ultima IX The Digital Antiquarian
Years ago, [Origin Systems] released Strike Commander, a high-concept flight sim that, while very entertaining from a purely theoretical point of view, was so resource-demanding that no one in the country actually owned a machine that could play it. Later, in Ultima VIII, the company decided to try to increase their sales numbers by adding action sequences straight out of a platform game to their ultra-deep RPG. The results managed to piss just about everyone off. With Ultima IX: Ascension, the company has made both mistakes again, but this time on a scale that is likely to make everyone finally forget about the company’s past mistakes and concentrate their efforts on making fun of this one.
Living in the Simulacra
Despite a twenty-first-century plethora of images and our collective understanding that digital tools may alter the truth, human beings have a strong belief ...

Grave Seasons is my most anticipated murder mystery-farming sim of the summer | RPG Site
A cozy horror farming-dating sim…What could go wrong?
What do we mean when we call a game 'immersive'?
Some games seem to grab us by the brain and won’t let go. But it could be that we’re doing a lot of the work ourselves...

Mote: An Interactive Ecosystem Simulation — Peter Whidden
Designs for the pluriverse: radical interdependence, autonomy, and the making of worlds
"Arturo Escobar presents a new vision of design theory by arguing for the creation of what he calls 'autonomous design'--a design practice aimed at channeling design's world-making capacity toward ways of being and doing that are deeply attuned to justice and the Earth"--Publisher description

Exuberant Video Game Menus Designed With da Vinci in Mind (Published 2024)
The menus within role-playing games by Atlus, including the new Metaphor: ReFantazio, unfurl in a sensory feast of color, movement, sound and typography.

Beyond Digital Exhaust: Reclaiming Agency in the Context Economy - A MozFest Discussion on Personal Context Infrastructure and the Future of AI
At this year's MozFest in Barcelona, we convened an urgent conversation about what may be the defining struggle of our digital future: who will control the vast
Editions of Dawn of the New Everything: Encounters with Reality and Virtual Reality by Jaron Lanier
Editions for Dawn of the New Everything: Encounters with Reality and Virtual Reality: 1627794093 (Hardcover published in 2017), 1627794107 (Kindle Editio...

After Cybernetics: Treatise for Future Urbanisms — Against Catastrophe
Since 2014, Zaha Hadid Virtual Reality Group, part of Hadid Partners Architecture Firm, has had a focus on cybernetic architecture. This architecture involves what they label the ‘metaverse’. The metaverse integrates physical with digital worlds seamlessly. In industry parlance it is a world populated by what are euphemistically titled ‘cyber-physical’ assets.

Serenity and the Myth of "Getting Out the Signal" - Reactor
We want to believe that knowledge will change the world for the better, but it's not always that simple.
