MichaelHoward comments on Survey Results - Less Wrong
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I suspect that part of the problem is that we regularly work with designed systems that have a master plan that can be derived from a small amount of evidence.
I've been playing alot of portal and half life 2 lately. (first person shooters with heavy puzzle elements) and I wonder about how the level design is affecting my thought process.
I'm often in a room with a prominent exit and it is clear that that is the exit I'm supposed to take. When the way I came in is blocked I know that there is some other way to get out. When my computer controlled squad mates parrot 'which way do we go?' I think to myself 'What do you mean? It's obvious the level designer wants us to go this way."
I wonder if this will affect how I deal with real world puzzles where there are many paths that don't lead to defined goals, but also don't lead to a clear dead end.
This wired article may interest you.
Amusing article - I can't quite get my mind around feeling that way abuoy quake, but I'll cop to dreaming about Tetris when I was younger - <G>.
Jonnane
For a while, whenever I heard any number of songs on the Dance Dance Revolution Supernova playlist I had an almost insuperable urge to jump around like a friggin' idiot.
When I used to play a lot of Quake III, I had dreams where I'd have the sensation of moving around using jump-pads. I've also caught myself walking along the street and half-consciously scanning for potential cover and ambush points. My most disturbing video game carryover was a brief impulse after a long GTA session to gun my car at a pedestrian crossing a zebra crossing.