Recently, another game-within-a-game to make a splash has been Kermitt Quirk’s Tringo, a multiplayer game that became a phenomenon within Second Life culture. Of course, one could argue that Second Life isn’t a game… and that, for that matter, Sims wasn’t really a game either. The question is what the relationship of the sub-simulation is to the super-simulation….]]>
For as much as I like there squeaky Esperanto-style mish-mash, these Sims are not very WRT-friendly, as they are bots without words, or for whom verbal exchange is reduced to word balloons along the lines of a binary old maid game: old maid, not-old maid. Airplane, not-airplane. (Though this may match certain exchanges that never took place.)
This isn’t me saying they aren’t worth our time, but me wondering at the ways in which aspects of the Sims, that are so important to chatbot research, are reduced to automated tabulations. Like battle sequences in Risk, they come down to executions of algorithms upon pre-set variables (their preferences, desires, etc.) and completely reduce and obscure the complexity of verbal and non-verbal interaction.