Anatoly Yurkin. Philosophy playability

Uwe Thiel‎Weihnachtsfeier mit Ernst Crameri in St. Moritz Top of the world.jpg

"Philosophy playability"

The first textbook of operator error

Once you have this new production relations. Click produces. What? What product? At first glance, it might seem that a click increases code. It is important for us that a click is a means of production-reproduction of virtual reality. Which will discuss in the next Chapter. Thanks clicking virtual reality becomes a commodity. Goods for sale. Demand good. The product of our time. The idea of interconnectedness cliques and virtual reality we come due attention to playability. Click requires playability. Virtual reality requires playability. This is enough for further serious conversation.

The playability is the condition of victory in card games (poker, but in many gambling - in Billiards and etc.) is inherited by the employee for a computer keyboard. It is significant that when talking among themselves characters Second Life bent holding hands in front of him and wiggling your non-existent keyboard. The problem is acute to such an extent, that it would discuss the playability is a virtual character.

Book-Chapter "Playability as commodity attribute virtual reality"

The market of electronic goods is fundamentally different from other markets. To sweat loggers cut down the tree. Cabinetmaker was breathing toxic fumes, processing the surface of the product. So the buyer will have the possibility day long laze in the purchased chair.

Conditional line divided the markets when the physical action of the employee has been reduced to clicking on the remote control, the computer keyboard or buttons and communication device. If previously the employee was engaged in hard physical labor, so that the purchaser enjoy the goods in a state of idleness, I changed something. Not all, but a lot.

Click in the e-economy is like a shot in the war. Both precedes the decision (I'll shoot) and choice (aim). Analysis of the source data, decision, choice, and click the error is dynamic developing system.

This system is in equilibrium. The system shows high indicator of sustainability. Why? For what?

Click is the instrumental nature. Therefore, surveillance cameras capture external similarity in the actions of the worker Petrova and consumer Ivanov. Both to perform an act, known as click. (By the way, to switch from pictures "Petrov at work" image "Ivanov consumes-fun", the guard need to do... click).

Click - this is the work that creates the goods. Suppose that a click is work, paid in advance from the sales price of the goods. It would seem common place. What's new?

And now, let's consider, it would seem, the same General place, but with a question mark.

What product is created by clicking? Of the sales price of any of the goods in advance is paid for a click? The answers to these pressing issues of our time, we find only in the revolutionary teaching of the error.

Once you have this physical labor. Listing, analysis, decision making, calculation of possible consequences and the choice is intellectual work. The game is intellectual work.

At first glance it may seem that the difference between click the Creator of the game and click gamer is unearned, unproductive character of the latter. This is not the case. Click gamer does not produce a new game. And in General, something for sale. But click gamer produces errors, thereby increasing the playability. And here - in the middle of a conversation about a clique - we must develop our attitude to the phenomenon of the error.

Once you have this new production relations. Click produces. What? What product? At first glance, it might seem that a click increases code. It is important for us that a click is a means of production-reproduction of virtual reality. Which will discuss in the next Chapter.

The production process is not started before the first click. But the production as such, the most common production in no event cannot be reduced to click. Click the important topics that came before it and will be its consequence.

A click indicates the presence of intention, the decision and the belief in the attainability of the objectives achieved by the system of virtual reality.

Through click playability turned into virtual reality.

In the case of low playability of the goods worker Petrov made 10.000 clicks and the consumer Ivanov just 100 clicks. In the case of high playability of the goods worker Petrov made a 10,000 clicks, and the consumer Ivanov made 15.000 clicks. More importantly, happy Ivanov sent in company address a request to purchase continuation in line commodity novelties. Then there, Ivanov informed the marketing Department about its readiness to make another 15.000 clicks.

Does this mean that the price is determined by the cost per click? No.

If the consumer bought the game for $ 100 and made 1,000 clicks, does this is what one click cost 10 cents and 10 clicks cost one dollar? No.

Unknown cases when the employee was hired, provided that the salary he will fulfil a certain number of clicks. Unknown cases when the buyer swears after purchase to do so many clicks. Though in fact and in another case, the number of clicks definitely limited. Always.

If the amount of capital could be increased clicks, the capitalist brought would to physical exhaustion tens of thousands of programmers and coders. Nothing this is not observed. Click interesting preceding and succeeding processes.

Click preceded by the analysis of the original data. In the clique materializes choice the final operation for making decisions. Click and the choice is indivisible cell the e-economy.

Click - this is the work that creates the goods. Suppose that a click is work, paid in advance from the sales price of the goods. It would seem common place. What the novelty?

And now, let's consider, it would seem, the same General place, but with a question mark.

What product is created by clicking? Of the sales price of any of the goods in advance paid clicks? The answers to these pressing issues of our time we find only in the revolutionary teaching of the error.

We cannot understand in the causation of baseline analysis, decision-making and choice, if you do not see that the error is satisfied the most important human need. The need of the employee and the consumer. Consumer Ivanov meets the requirements of committing errors due goods (or services rendered), produced by the employee Petrov, earlier in the labour force has also satisfied the requirements of committing the error. Failed Petrov produced goods are ready to be wrong Ivanov. Both they are associated commodity-money relations, for which it is responsible capitalist Smirnov.

Status Smirnov as capitalist provided playability of the goods.

Hiring Petrov, Smirnov knows about playability as yet nonexistent of the goods. Should know. Remuneration Petrova may increase. if he will offer a mechanism to increase the playability of the produced goods. Reaction consumer unpredictable.

Capitalist Smirnov will go bankrupt if the first buyers will not find the goods playability, and will notify the other participants of the market. To confirm the status of the capitalist Smirnov necessary to take into account the playability of the goods. On first glance it seems that we are dealing with bad infinity. The playability of the goods item 2 should be not lower than the indicator of the number 1. It is advisable to exceed this indicator for number 1. Accordingly, the good playability of goods to be sold №3 will definitely be not lower than index of the product №2.

How is this possible? To what extent? On what territory is expanding to infinity? On the territory of the earlier we considered VR.

VR is in the sphere of goods production. Despite the apparent the mystique of cyber-space. The expansion of VR is being implemented jointly programmers and users. VR becomes the capital in the presence of playability.

Measured, but tending to infinity playability is implemented in VR.

If VR had the ability to transform into capital without playability we would witness the amazing process. With their mouths open, we would have to see the transformation of the social group of programmers and coders, which today employers are kept in "black body", in full capitalists, rentiers. Not 's happening. Why?

The code is an instrument of production. The code is the physical form of the goods. While playability and VR is a social form of the commodity. As a public form of good playability may become the capital, and the VR - no. Why?

Why VR as a commodity cannot become a capital?

Because VR depends on playability. VR without playability requires heavy physical labor. How such an effort agree employees. Who will discover the secret of turning commodity VR in the capital, he will open the drawer Pandora.

VR without playability is a habitat and raw materials for salaried employees. To turn VR in the item for sale, you need to add the playability. And engaged employees.

The code becomes a commodity through labour programmer and seller. Playability and VR are consumed because the consumer has the need for the error. This idea could become a guide for those who are caught in the three the pines.

When the capitalist hired a programmer and he writes code, where the final product labour is turning into the capital? Neither by itself code nor the code embodied in the goods for sale or service, not the capital. Code embodied in VR, is a commodity. VR endowed with the expected level of playability, is a commodity. Playability sold product is a commodity.

The owner of the rights to these products may separately to sell the source code, and VR playability as three different products.

It is important for us that they are the flesh of the product №4. For example, playing in a format 3D. But how is the profit?

With the passage of the entire chain from the programmer and to the user VR becomes goods and capital in demand playability. Within VR playability knows no limits.

VR is infinity for increasing playability. Theoretically can VR to be infinite space. Playability can be endless.

The quantity of the goods inside the VR can be endless.

The playability of goods within the VR can be boundless.

It is not a full list of observations over trademarks properties VR. But clear thoughts. Where's the saving link?

Where the soil under your feet? Where is the point? Where is the straw that should to grasp this system of infinity?

What is the secret of turning playability in the capital? In the language of Marxists, playability creates value of the goods. How?

The object exists insofar as the subject is able to make a mistake about an object. The ability to make a mistake brings the subject to the object. The object does not exist outside the ability of the entity to be wrong (relative).

When taking the decision we have to deal with errors. Through the selection of an error popped into the world of threats. The selection forces to deal with threats. Frightened by threats, we are again forced to make a decision, for which work correctly. Playability provides this circuit.

Making just one click, the consumer (for example, a gamer can do several errors.

In the hierarchy of values error occupies the highest place. The bug has the highest the relevance for the subject. 't click, which then can come the team enable look or a thought, but the error important for today's capitalist.

Error - this is a product that is released to the market in the most different wrapper.

Carnival variety of errors as goods must not deceive experts market.

To understand what the error is a product is as important as what playability - this capital. Being a capital, the playability can accumulate or completely to drain away. Playability can be a treasure and the treasure, or fully absent despite all the marketing forecasts and actions of professionals market.

Click - it's not just physical effort. Once you have this working. Click this work. Click you can buy and sell. The employee is willing to sell a click as the working force.

The market is extremely interesting different incarnation of a click.

It is well known that the clicks are subject to manipulation in electronic advertising. On the electronic market, you can sell the promise that click will be made in the right place at the right time. In addition to marketers and advertisers click fixed by special services. Information about who and why did click, is a product for sale to the person concerned.

For our contemporary click almost not associated with the limitations other work activities.

Why a person commits a thousand clicks, but not the effect disappears novelty? It ensures the novelty effect of each subsequent clicks? Down up to the last click?

And Vice versa. Why click +N was the last?

When, how and why somebody now is not motivated to make a click, though not by because of the loss of novelty effect?

If not lost the novelty effect (again if I click, I don't know what next happens), why stopped clicks?

The answer is associated with a finite playability and the inexhaustible... ocean errors. Playability as a resource ischerpaemy. The error as an inexhaustible resource. Potential cliques as explained by this contradiction. That is, the contradiction between resource limits playability of inexhaustibility of errors.

Why man does thousand mistakes, but not lost the novelty effect?

Because the bug has inexhaustible potential of novelty. This is something like a virtual eternal engine. Error is a virtual perpetual motion. Error - this is a public (!) virtual perpetual motion.

The choice is a virtual unit, not knowing wear. Error and playability - it is means of production and means of consumption, ensuring diversity the total social wealth of the society. The error is known as a database. This is mistake number 1, mistake number 2, mistake number 3, etc

While playability presents indicators - playability 30%, 40% or 100%. Playability is provided by the amount of such errors. Errors can be done because achieved playability such level. Etc.

The playability of the goods is embodied playability.

Today the development of the productive forces inhibited outdated views on the error and playability.

The proposed theory playability based on the information (the meaning and value) and axiological perspective (the value, relevance and usefulness) on error. Playability objectivised in error. Infallibility - source interference to playability.

Playability may be more or less. No error has intensity. In playability is fixed a variety of bugs.

Without playability we could think that there are only two mistakes. It the same mistake number 1 and the error number 2, which is always a choice. Playability refutes such minimalism.

The infinite depth of VR for the first time in the history of mankind reveals an inexhaustible potential playability and introduces us to a bewildering variety errors.

Next, we take a closer look at the playability in-game encyclopedia. Preliminary remark will be associated with the call not to look at encyclopedia as to the object inside the VR. The encyclopedia is a new cognitive VR.

A conversation about the cognitive potential of the encyclopedia is talking about the potential VR. Say "encyclopedia", implied VR. We are interested in the encyclopedia as VR endowed with playability.

вот это подарочек

Book-Chapter "Virtual reality as a staging playability"

Soon without regular trips in virtual reality (VR) so our contemporaries will look as a person before the amputation imprisoned yourself his feet. Changes occurred in the 1980-ies, when Jaron Lenier (1960) introduced the concept of VR. Here and below we will discuss the option VR when not committed a user action.

In the language of storytellers and science fiction writers have the word "inamarie". With its the help can be summarized aesthetics virtual reality around the possible diversity. Recognizable and understandable, but more.

What you need to know about "virtual reality" (not to be confused with Virtual World)? It the item. This product is a particularly valuable for playability. Playability virtual reality has a dual nature.

On the one hand, in the Secondary world, any element can be extremely an important sign. On the other hand, the virtual space accrue information. At the initial period of these two parameters will be enough for so to distinguish "well-structured" electronic reality from "bad" ("raw", etc.)

Supporters of common sense understands that reality 2.0 from reality the difference is that the output can be anywhere. This is partly implemented in video game called Portal (2007). Portal interested in the fact that the output could be anywhere.

Virtual reality video game - it is a habitat gamer since start the game program. But outside of game play virtual reality - this is a set of hidden features. For example, in the case of equipment. In any if well designed and professionally implemented virtual world will require the visitor to the gaming behaviour.

Among gamers can hear the expression: "the Game has excellent fluidity" (The game has excellent fluidity). "Fluidity" reality-based backup on redundancy characters and the ability to accumulate information in any direction and at any point on the ground.

Virtual reality is interesting because at any point on areas can to find the sign playability. Virtual reality is the playability, the realized program code. The specificity of the playability of a non-existent reality lies in the ability through the sign to go to Poddar (in other world). Here it is appropriate to recall the playability of communications.

Virtual reality is always pulsing hidden node communications.

Virtual reality playable when all and any plane can be considered communications. All the details (as signs) on any plane can be considered the starting point communication channel. (This tradition goes from animated films, when the character of the cartoon could talk to... door handle. Etc.)

The real sky more beautiful painted.

A real person is always more beautiful painted? (See Illus.) The answer is not always unambiguous. But again and again we are ready to enter into trade relations with manufacturers of video game and owners of virtual worlds like Second life. Why? Because the apparent reality meets our unique the need to be wrong.

Virtual reality is a factory error.

Inexperienced visitor passes by, thinking that sees only the wall. The experienced visitor virtual reality (3D world) differs from the beginner knowledge of what can be wrong about everything! For the experienced visitor conditional peace wall can or can contain information (sign), or to take on another level.

A well-built virtual reality is a maze. In this labyrinth each plane or Board encrypted announcements and tips or step leading to another level of complexity. The principle playability requires, so it was encrypted information (secret sign), suggest a secret the transition to another level.

In any case, it is important that the visitor... was wrong regarding the form and the content of virtual reality. Its details, and planes.

Virtual reality waiting to be learned. But to explore the virtual world only through the error. Error is an indivisible part of any 3D maze.

For not mistaken visitor virtual reality will appear non-playable jumble of images that do not contribute to decision making (1) and not providing motivation for further movement with the purpose of knowledge (2). So ideally, virtual reality must function inter-active encyclopedia of 3D. When every available plane (it must still be available! We must try!) you can get exhaustive (for a given level) information on this virtual gameplay of the world.

We come in the second reality experiences in the outside world. Of course, the reality is different from the virtual world. In reality, each of we can meet with a lethal threat.

Possible reality also contains threats. A lot of them. Most of them be a great surprise for us. But none of them is deadly the threat.

Philosophy of virtual reality is built on our ability to make a mistake for anything. First of all, it is about our ability to make a mistake concerning threats. Unlike reality in virtual reality each the threat may be a vital sign. Pointing sign. Saving the sign.

And yet each threat inside of virtual reality can accumulate information. In fact, the transformation of virtual reality in the video game happens if technically possible to lay the system threats of Procrustes the bed of the game plot. Although in recent years simulators are also demanding games the story, based on the scanning of professional threats.

Ever disturbing the average person will ask us: "Virtual reality is a threat?" We are, after all is said and honest answer is: "Yes!" And our "Yes" be answer with an exclamation point. Why?

Book-Chapter "Introduction to life as a mistake"

What is the scientific novelty of the proposed research? No one will argue with that the fact that a video game is a commodity. And not whatsoever product, and something high demand and (so often) sold at inflated price.

Consumer demand for video game as a commodity based on certain the characteristics of the goods. Article on the market as such is not purchased from excess of money and not on the principle of "Oh, look in the window of exposed Goods! Let's get!" The interesting goods to the consumer or desirable promised properties (attributes).

In the case of video game to such properties (attributes) is "playability" (Spielbarkeit).

While these drugs would not have been anything original? And now let us ask the unexpected question. What if outside the gaming industry, outside video game (other) the product has playability?

Scientific novelty of research consists in the hypothesis of connection errors playability of goods of the information society. The same playability that able to meet the production needs and the needs of our contemporary as operator errors.

Not whether we live in the information society, in which "playability" is property (attribute) goods? Goods in General? Commodity as such? And then fit look around - and who demanded the playability of the goods?

Next, chief employee of our time we will call "operator error". This is important because we are interested in the question: what is the playability... worker? The playability of the goods motivates the consumer. But isn playability the employee is not a form of motivation?

The operator error - chief employee of our time. At the same time operator error - the main consumer of our time. One operator produces errors the goods are endowed with such property (attribute) as "playability". Other operator errors consumes "playable" goods.

For ease of understanding the system of evidence of the hypotheses will be based on the analysis of the phenomenon of the video game.

The Annex contains materials which examines the playability one video game. But of no less interest is the attempt to provide analysis playability is not any particular video game, and part of the gameplay. A large-scale analysis taken playability such a composite video element game and the gameplay as inter-active in-game encyclopedia.

The highest playable video game is an axiom. This axiom built igrostroy (production) and the game industry (as a market consumption).

But what is "globalnost in-game encyclopedia"? This is not "matryoshka inside the dolls". The starting point of our research will be to look at in-game encyclopedia as a standalone product.

In our view, in-game encyclopedia is as "soft", as, for example, "operating system" for computer "iron". Figuratively speaking, in smart video game's in-game encyclopedia and should be operating system, over which intensified other routines.

Assume that the playability in-game encyclopedia defines games parameters of the video game. The way from the playability of in-game encyclopedia to understanding globalnost of goods (of any product, commodity as such) it seems traffic along the shortest path. Next we come to the territory the unknown.

In-game encyclopedia has unexplored potential. This to us gives?

(Anatoly Yurkin)

(Read more in Russian)

"La filosofía de la jugabilidad"

El primer libro de texto del operador de errores

Источник: газета "Пророчества и сенсации"
Автор: Анатолий Юркин
Рубрика: передовица
Дата: 2005г., №14

Борис Кубрин

"Курск", Memphis и Toledo проиграли бой НЛО?

Финансовая и конспирологическая сторона затопления и подъема атомного подводного крейсера (АПК) "Курск" важнее военных и технических деталей. Две американские подводные лодки "Мемфис" (Memphis) и "Толедо" (Toledo) (обе субмарины класса "Лос-Анджелес") в 2000 году были направлены в район учений для исполнения команды "атаковать в подводном состоянии" и "затопить". Американцы были настолько уверены в запланированной боевой операции, что заранее послали в квадрат будущей катастрофы судно-платформу USNS Loyal (разведывательный корабль "Лоял" класса Victorius, используемый по программе SURTASS). Предполагалось, что после боевой атаки и затопления специалисты судна-платформы USNS Loyal спасут (эвакуируют) российский экипаж. Это была бы акция геополитического предупреждения.

Американцы посылали новому руководству Кремля сигнал, согласно которому российской стороне следовало бы, как минимум на 5-7 лет, отложить реализацию таких проектов, как "Нефтепровод через Балтику" и освоение российского шельфа. Единственное, чего американцы не учли, так это появление в мутных водах Баренцева моря дисковидного НЛО. В районе учений объявился огромный и массивный НЛО, который дал бой, как российскому крейсеру, так и американским подлодкам. На корабле "Петр Великий" в 2000 году имелась полная документации, отражающая последовательность атаки. Сперва НЛО напал на "Курск", вскрыв обшивку словно консервным ножом. Ни "Мемфис", ни "Толедо" были не способны на что-то подобное. Им просто не хватало тоннажа. А затем дисковидный объект по касательной (что и уберегло от затопления) протаранил "Мемфис". "Толедо" попытался атаковать НЛО, правильно расценив степень угрозы для "Мемфиса". Но американские торпеды отрикошетили (перенаправились) в (на) "Курск".

Обывателю трудно было бы объяснить, почему на месте российских учений наличествовало американское оружие. Правда заключается в том, что три лучших подлодки человечества проиграли бой морскому НЛО. В пользу версии газеты "Пророчества и сенсации" говорит тот факт, что начавшаяся 20 октября 2000 года операция "Регалия" – вопреки всем заверениям Игоря Спасского - была рутинной уборкой со дна вблизи подводного ракетоносца "Курск" кусков обшивки, частей боевой торпеды и обломков не американской подлодки "Мемфис", а НЛО. Операция "Регалия" проводилась как зачистка морского дна от фрагментов НЛО, полос из неизвестного металла и использованных боекомплектов. Необходимость в операции "Регалия", стоимость которой так и не была обнародована, напрямую связана с присутствием в морской воде артефактов, оставшихся от НЛО. По непроверенным данным, российским военным достались детали корпуса поврежденного НЛО. Американцы удовлетворились биологическими фрагментами, пробами грунта и воды.

В 2003 году писатель Дмитрий Черкасов был убит из-за настойчивости в пропаганде версии, по которой ключ к расшифровке тайны "Курска" таился на днище авианосца "Адмирал Кузнецов". На самом деле, имело место многократные столкновения "Адмирала Кузнецова" с массивным НЛО, маневрировавшим между "Курском" и "Мемфисом"!

В этой истории поражает не боевое мастерство вроде бы уязвимых НЛО, но равнодушие властей к человеческой жизни. В начавшейся игре на несколько миллиардов долларов российская сторона изначально не брала во внимание жизни моряков-подводников. При всем цинизме произошедшего не удивляешься "социальной" гипотезе. Будто бы российские политики заранее знали о будущем нападении и поэтому держали в районе учений в Баренцевом море спасательное судно Северного флота "Михаил Рудницкий" ("Алтай" нуждался в ремонте)! То есть, страной управляли люди, которые в сложной игре со множеством "неизвестных" лишь "отзеркаливали" действия игрока, которого ошибочно принимали за оппонента.

P. S. 8 октября 2003 года состоялась презентация книги генерального конструктора ЦКБ "Рубин" Игоря Спасского "Курск" после 12 августа 2000 года". Сегодня следует признать, что в некоторых местах своей книги Игорь Спасский почему-то сказал полслова правды. Например, "... наши потомки будут тщетно (!!! - А. Ю.) пытаться найти правду и понять, как все происходило..." (на стр. 29). Между строк у Игоря Спасского можно прочитать о "неразорвавшемся торпедном боезапасе" и никуда не улетевших 22 боевых ракетах (стр. 281). Таких весомых подсказок оказывается достаточно для того, чтобы не поверить ни одной из официальных версий (как в России, так и за ее пределами).

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