# Inanimatorium > [!NOTE] Overview > **Teacher**: Eric McQuiggan > **Theme**: Automation > **Goal** (from Giddings, 2014 - Simulation, p.265): > - [-] Experimentation with setting and parameters > - [-] Players' reflection on dynamism of automated systems > - [-] Unexpected emergent events ![[DESIGNS/Inanimatorium/Inanimatorium_gameplay.mov]] ### Concept (Not a) Zero-player-game with 3 metaphysical slider-parameters **1st Slider**: Evil in the world (everyone is evil <-> nothing is evil) *Representation*: entities destroy each other on collision --> entities collide but don't destroy each other booleans: if evil = true -> destroy **2nd Slider**: Determination (all is predetermined and simple <-> nothing is predetermined) *Representation*: simple tracks <-> chaotic tracks Predetermined path --> destroy invisible worlds *Message*: Decrease of predetermination does not neccessiate more meaning **3rd Slider**: Mind (no one has mind <-> everything has mind) *Representation*: more eyes, more smiles, etc. Replace prefab with another prefab *Message*: Does mind even matter? ==Engineering== - 10 entities in the scene -> make 4 of them smile -> make 6 of them smile -> each entity has a tag in the list or enum - MoveTowards (Automate.cs) makes the entities move in an automated cycle - Prefabs and their Variants (MindSlider.cs) - EvilComponent.cs assigned with the AnimositySlider.cs - FreeWillSlider.cs destroys Automate.cs or reinstantiates the Automate.cs, returning entities into the cycle - Submarine animation: 3D objects appears from the 2D background, looks around with its *periscope* (the *[[Cosmoscope_3D|cosmoscope]]*, see Appendix below) and moves to another world. To be continued... ## Appendix ==From a discussion with Jeff Gauvin on 10 dimensions== **Material**: [YouTube: Imagining the 10th Dimension](https://www.youtube.com/watch?v=XjsgoXvnStY&list=WL&index=2&ab_channel=10thdim) **10 dimensions, 1 world** - 10th dimensions = the world = the being - Sinse there’s one 10th dimension = one basic truth - [[Carnap|Carnap]]’s version of the basic truth (“*the world sentence*”): “there exist entities that are related in such-and-such fashion by the phenomenal similarity relation R” (by Chalmers, 2012, p.6) **Connection between dimensions** *Cosmoscope* (the submarine) ensures a connection between diff. dimensions and diff. game worlds - Although dimensional encloseness is enough argument to explain why we humans (transcendental beings who perceive reality in time and space) cannot access other worlds - The *game design* idea is to integrate the [[Hypercamouflage_GDD|"Hypercamouflage Submarine"]] in different game projects ("game worlds" or better "toy worlds") to exemplify the "Cosmoscope" concept **Scrutability** *Scrutability thesis*: all truths about the world can be derived from a single basic truth (similar to how all possible worlds are contained in the 10th dimension) -> the question of *scrutability criteria*. In case of definitional scrutabilitiy, the criteria is either external adequacy (phenomenal & empirical verification), or internal adequacy (analytic truth / a priori truth / necessity). **Ultimate necessity** *Ultimate Necessity* = necessary in all possible worlds (e.g., if there 10 dimensions, each possible world must have X, Y, Z, t) *Local Necessity* = necessary in a particular world. Local necessities can be played with in the game worlds (similar to alternative infinities) ## Reference - Modular synthesizer - Idle games - Machinariumscape simulations - Zero-player games