The Never-Ending Story
Posted at 2:38 pm on September 4, 2010
The folks over at the Experimental Gameplay Project just recently announced their theme for September: the never-ending game. I was intrigued.
Given all the hubbub and ballyhoo on the Internets and Twitters and Fax Machines regarding “games as art,” I decided to throw together something entirely stupid—as per my constitutional rights—and the result is a real gem of a mess.
Behold! ArtLovr, a game thrown together over a handful of hours and a fistful of beers, with a little bit of HTML5 duct tape and Akihabara wizardry to suit the punters.
Yes, it’s Pong. Yes, there’s a finite score.
Or is there?
Well, yes.
But in real terms? Well, the way the game plays, the PONGBALL5000 takes a certain amount of time to cross the screen, and assuming it scores immediately, there is still a pause to display a message on-screen before the next PONGBALL3000 is released.
Now, for the sake of argument, let’s instead pretend that the PONGBALL is moving at the incredible speed of 320pixels per millisecond (the millisecond being the favorite time unit of game programmers and anaerobic bacteria), and that a point is scored every millisecond (we also assume no interim messages). A given player’s score is composed of 27 digits:
000,000,000,000,000,000,000,000,000
all the way to
999,999,999,999,999,999,999,999,999
Therefore, at the rate of 1 point per millisecond (in an increasingly lopsided game), how long until we hit 1×1027 and overflow one of the players’ scores?
Or, in units more familiar to you and me, 2.3 million times the age of the known universe. So, frankly, for our purposes, I like to think of ArtLovr as pretty much a never-ending game.
And there’s my take on games-as-art. Entirely fascinating from a technical standpoint I’m sure, but varying from tediously infantile at times to pretentiously lofty at others.
And my opinion is final and the best, QED.




















