Game Development Reference
In-Depth Information
Figure 1.1
But our very willingness to suspend our disbelief becomes a real problem when
we try to understand why we submit so readily to the deceptions of computer games.
They are so good at deceiving us it is diffi cult to be objective when we need to see
through the illusion.
We need some help, but not the kind of help shown in Figure 1.1!
But let's think about The Matrix for a moment. At the climactic moment of the
fi lm, Neo—who already knows that the world people live in is a machine-made
illusion—is brought back to life by Trinity. He gets back on his feet and looks down
the corridor at the three sentinels walking away from him. They sense his presence
and turn to face him with amazement. Neo now sees “through” the superfi cial world
created by the machines and sees instead the code from which it is constructed. But
he knows more than he apparently sees. As the sentinels fi re their guns and the bullets
race toward him he realizes he is no longer subject to the constraints on interaction
imposed by the world he has lived in all his life. He can stop the bullets in midair,
he can play with them, he can make up his own ways of interacting with the world
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