There's a review up of a controller that works via thought patterns. Ooooh.
Now, I am a realist. I know that when Peter Molyneux predicts AI that's dynamic and awesome and changeable, he's lying through his teeth. I know when Bioware claims a dark fantasy world that it will be a generic fantasy world. I have played a virtual reality game (back in the earliest days of such things). I know that robots will not replace human beings for a long, long, long, long time if ever, and their "intelligence" is a complicated fraud. A cool fraud, but not actual intelligence.
And I know that there's got to be serious drawbacks with this thing.
Nevertheless - how awesome is that? Even better, they *claim* the device detects your emotional state (from bored to excited - nothing is said of fear, or surprise). The possibilities there are kind of staggering. I'm not about to shell out $300 for one - I assume this is a pretty crude device, and I prefer third-fourth generation devices, preferably after the price point has dropped - but it's interesting to think about programming a game where you have access to someone's emotional status. If the game could somehow sense the mingled resentment and rage when I hit a maze section, and offer me a way around it? If it could tell what elements (or at least scenarios) were emotionally satisfying (or at least not mind-rendingly boring)? That would be really cool.
Now I'd guess that this device isn't there yet, despite reports. Nevertheless, very interesting.
Design and documentation journal for my interactive fiction (text games); also reviews and other miscellaneous stuff.
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