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Very good points from very good people :-)
Rex, you are correct in that what I had in mind right now are ‘Technology Enhanced Role Plays’ or TERPs.
Of course, it will be nice when everyone has a ‘holodeck’ or entrance to ‘The Matrix’ in their back office. But even then, events transpiring in a simulation frequently need to be ‘time compressed’ to be of value. (We can’t put diplomats in a Matrix version of Kosovo for 6 months preparing them for a 6 month deployment to Kosovo – the player’s time is too valuable for that.) And because time is frequently compressed in a TERP, the fourth wall, the divide between reality and fiction, becomes distinctly not invisible, from time to time.
I do agree that with other types of simulations, UAVs and flight simulators in particular, that divide between reality and fiction can all but completely disappear. I haven’t read Ender’s Game, but from my understanding, we are getting closer and closer to the world depicted there.
Good point, Elyssebeth! I think this is particularly true of simulators and virtual worlds, in which advances in interface, processing power, AI, and graphics can lead us to forget about the in-built assumptions in the game design.
On the other hand, I think Skip is very much talking about what he’s previously called “technology enhanced role-play,” in which the content is largely brought to the setting by the players (and their briefing materials), and simulation software is simply a form of communications support for their interactions.
Regarding ‘simulation as invisible technologies’ i have a caveat! all users/players/managers of simulation must NEVER forget they are in a ‘fictional’ environment, and that what happens within it is a ‘replicant’ of the real – but not ‘real’ as such.
While ‘invisible technologies’ can enhance the sense of ‘temporary realism’ we must be able to bring the players ‘back out’ of the experience so that they can do useful comparisons between ‘simulation’ and ‘real’.
‘The Matrix’ could be considered a representation of ‘absolute invisible simulation technologies’ – and the theme of inappropriate control and problems arising from immoral/corrupt, is very telling.
Problems arising from blurring of the ‘real’ and the ‘fiction of simulation’ are very real and can be deadly. Our Air Force has one example in particular when a simulator could do what the ‘real’ could not – and we lost 11 people when the ‘real’ attempted to replicate the sim!
so while i support the concept of making the experience ‘as real as’ possible i caution against ‘making the technology disappear’.
EL