Charlie Stross on the Future of Video Games

I happen to be a complete Charles Stross fanboy so your mileage may vary on this one, but his speech at LOGIN 2009 onĀ  the state of gaming in 2030 is Stross at his best in extrapolating current trends to the near future.

Much of what Stross talks about is already starting to happen — the smartphone is starting to become ubiquitous as it becomes more powerful and has access to faster and faster bandwidth. Stross envisions a future where this leads to augmented reality so we no longer play games so much as we are constantly surrounded by the Internet and games everywhere we go.

For example: if you point your phone at a shop front tagged with an equivalent location in the information space, you can squint at it through the phone’s screen and see … whatever the cyberspace equivalent of the shop is. If the person you’re pointing it at is another player in a live-action game you’re in (that is: if their phone is logged in at the same time, so the game server knows you’re both in proximity), you’ll see their avatar. And so on.

Using these gizmos, we won’t need to spend all our time pounding keys and clicking mice inside our web browsers. Instead, we’re going to end up with the internet smearing itself all over the world around us, visible at first in glimpses through enchanted windows, and then possibly through glasses, or contact lenses, with embedded projection displays.

God, I want to live in that world. Except once we get there, as Edward Castronova has argued, how do we make the “real world” compelling enough to get people to stick around and do the not-so-fun things that keep civilization going?

The Dice-O-Matic

So imagine you’re running an email based game service which often requires that random dice rolls be generated. You could just use a pseudo-random number generating algorithm, but your customers complain that they’re convinced — convinced mind you — that the algorithm isn’t random enough. You might do any number of things, but it takes a special kind of geekdom to go the GamesByEmail.com route and build a Dice-O-Matic — a 7 foot tall dice rolling machine that roles physical dice up to 1.3 million times a day which are then scanned and the result written to a database where they can then be called upon during games.

Whew. The link is worth visiting to see all that went into making this randomizing monstrosity.