Exploring the Intersection of Simulation Theory and Gaming Realities
This series of Playable Futures articles delves into the connections between video game design, technology, and the broader world. In this final installment, we venture into the realm of simulation theory, exploring its implications for our understanding of reality and the role of video games in shaping our perceptions. The concept of simulation theory, also known as the simulation hypothesis, suggests that our reality might be a simulation created by a more advanced civilization. This idea has been debated by philosophers, scientists, and technology entrepreneurs, including Elon Musk, who has stated that the probability of us living in a simulated reality is quite high. However, as Leon Kirkbeck, co-creator of The Cryptid Factor, notes, the simulation hypothesis is more nuanced than a simple yes or no answer. Kirkbeck, who has spent a significant amount of time thinking about the simulation hypothesis, believes that the question of whether we are living in a simulation is less important than the implications of such a reality. If we assume that we are living in a simulation, it raises interesting questions about the nature of reality, free will, and the role of the simulator. For instance, if our reality is a simulation, then who is the designer, and what are their intentions? Are we simply NPCs in a grand game, or do we have agency and the ability to shape our own destiny? The parallels between simulation theory and video game design are striking. In games, we have the concept of a virtual world, created by designers and governed by a set of rules and algorithms. Players interact with this world, making choices and shaping their own experiences. Similarly, if we are living in a simulation, then our reality is a kind of virtual world, created by a simulator and governed by its own set of rules and algorithms. The concept of 'lazy code' is also an interesting one, where the simulator takes shortcuts or uses pre-existing code to create certain experiences or phenomena. This could explain many of the strange occurrences and coincidences that we experience in our lives. Kirkbeck suggests that the moment we become aware of the simulation, and our role as creators as well as consumers, the impact on our lives would be profound. We might begin to see our reality as a kind of user-generated content platform, where we have the ability to shape and create our own experiences. However, this also raises concerns about the potential for exploitation and manipulation, as we see in games with microtransactions and loot boxes. The idea of a 'free-to-live' model, where our experiences are shaped by our choices and actions, is both fascinating and terrifying. As Kirkbeck notes, thinking about how we behave in games can be helpful in terms of thinking about how we'd behave knowing we were in a sim. The concept of a 'lobby' or a shared space where we interact with others, and are judged or evaluated, could be a powerful motivator for us to behave in certain ways. The intersection of simulation theory and video games offers a rich terrain for exploration and speculation. By examining the ways in which games shape our understanding of reality, and the ways in which reality might be shaped by simulators, we can gain insights into the human condition and the nature of existence. As Kirkbeck concludes, the questions generated by simulation theory are far more interesting than the answers, and it is the exploration of these questions that can lead to new ideas and perspectives on the world around us.