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inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
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Such environments may give players the disorientingand somewhat anaesthetizing sense that this could be anywhere or nowhereat all, conveniently overlooking ecological concerns with the finite charac-ter of the natural world and entropic limitations on energy and throughput,or carrying capacity (chapter 4). In an era of widespread anxiety over climatechange, increasingly scarce fuel reserves, and population control, it shouldcome as no surprise that an especially popular recourse is the abstract, ever-receding pastoral ideal that Raymond Williams once derisively called “ababble of green fields” (in a nod to Shakespeare),10 which lurks in all themedieval and pre- or alter-industrial lands of games like Blizzard’s World ofWarcraft or Nintendo’s Legend of Zelda series, and rather explicitly in themultitudes of crop-management games like Harvest Moon (1996) and Farm-Ville. Ecological specificity and accuracy are neither necessary nor sufficientcriteria for successful commercial games, but when we measure games asinstruments of public knowledge, it suddenly becomes worthwhile to makegames that are more meaningfully local, which take seriously the goal of envi-ronmental realism—not solely in terms of visual rendering, but also in sounddesign, weather, species density and distribution, and the arrangement oforganic and inorganic actors in complex interrelation
Crazy... like free to play white. You can also check soundscape studies from games like Fortnite in Playthrough Poetics, and it's crazy how little nature embeds the area. Compare that to Red Dead 2, Rain World, Flow, Death Stranding 2, Proteus, Caves of Qud, Everything, or Kenshi
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(“Why are you playing games in here when you could be playing outside?”)seems to follow the pattern of attacks on the ecocritical project (“Why writeabout the environment when you could just go outside?”). The same flawscharacterize both avenues of questioning: not only the positing of a falselylimiting either/or but also the not altogether ridiculous supposition that theonly way to experience nature is to be exposed to the elements.
It isn't, but you are spousing a red herring here by pushing normative instrumentalism... yeah games can act as historical reminders, but to defend nature, one must be able to put their physcial body in the line. I am not denying digital activism, I am affirming that its impacts are limited, more constrained, compared to someone who engages in the Internet and in the physical world.
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Figure 5. A map of the convoluted cave system
But the lostness that metroidvanias push does not directly give them ecological validity...
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At present, most gamescommit at least one if not all of the following missteps in their realizationof in-game environments: relegating environment to background scenery,relying on stereotyped landscapes, and predicating player success on extrac-tion and use of natural resources.
Think how many movies, shows, games, are about police and military compared to social workers, or firewomen...
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the term “anthrome”suggests that human beings have had such an enormous impact on theEarth’s surface that it no longer makes sense to speak of our world withoutreference to our planet-changing ways. Unlike regional biomes dictated pri-marily by climate and terrain, anthromes are also determined by the densityof human settlement and human activities such as farming and herding.An important corollary to this reclassification, in Ellis and Ramankutty’sview, is ridding ecology of the antiquated but persistent notion of our envi-ronment as “natural ecosystems with humans disturbing them.” Instead, asthey explain, “Anthropogenic biomes tell a completely different story, oneof ‘human systems, with natural ecosystems embedded within them.’ Thisis no minor change in the story we tell our children and each other. Yet it isnecessary for sustainable management of the biosphere in the 21st century.”
No land is empty. It has not been this case for a long time. This has implications for repairs.
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