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Notes for the Lifebox, the Seashell, and the Soul - Rudy Rucker

Notes for the Lifebox, the Seashell, and the Soul - Rudy Rucker

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<strong>Notes</strong> <strong>for</strong> The <strong>Lifebox</strong>, <strong>the</strong> <strong>Seashell</strong>, <strong>and</strong> <strong>the</strong> <strong>Soul</strong>, by <strong>Rudy</strong> <strong>Rucker</strong><br />

Thing is, I need an angle. Like Hofstadter obsessed on self-reference <strong>and</strong> he came up with<br />

Gödel, Escher, Bach.<br />

Really it might be best to make a clean fresh start on a book, though, ra<strong>the</strong>r than<br />

dragging in <strong>the</strong> older material.<br />

My main experiential teaching relates to how learning all <strong>the</strong>se different things has<br />

influence how I perceive <strong>the</strong> world: nature, my mind, o<strong>the</strong>r people, society, etc.<br />

There’s a highly relevant bit in Kushner’s Masters of Doom, about John Carmack,<br />

about how <strong>the</strong> years of graphics hacking have given Carmack a better appreciation of <strong>the</strong><br />

world.<br />

“In <strong>the</strong> shower, he would see a few bars of light on <strong>the</strong> wall <strong>and</strong> think, Hey, that’s a<br />

diffuse specular reflection from <strong>the</strong> overhead lights reflected off <strong>the</strong> faucet. Ra<strong>the</strong>r than<br />

detaching him from <strong>the</strong> natural world, this viewpoint only made him appreciate it more<br />

deeply. ‘These are things I find enchanting <strong>and</strong> miraculous,’ he said. ‘I don’t have to be at<br />

<strong>the</strong> Gr<strong>and</strong> Canyon to appreciate <strong>the</strong> way <strong>the</strong> world works, I can see that in reflections of light<br />

in my bathroom.” p. 295<br />

June 7, 2003. Book on Computer Games?<br />

I could worm my way into Electronic Arts via my ex-student Al Borecky, <strong>and</strong> into<br />

Valve Software via my friend Marc Laidlaw. This is catch-up ball, though it’s <strong>for</strong> something<br />

I find fairly interesting. It could also be a “stations of <strong>the</strong> cross” book (my term <strong>for</strong> a nonfiction<br />

book where <strong>the</strong> author goes around interviewing luminaries in a field — <strong>the</strong>re have<br />

been pukefully many books like this about computers <strong>and</strong> complexity, but not so many about<br />

games).<br />

Maybe I could do a <strong>Soul</strong> of a New Machine or Hacker Crackdown kind of book<br />

about <strong>the</strong> computer game industry, which I seem to be backing into in various ways (teaching<br />

a course, writing a textbook <strong>and</strong> framework, going to conferences, visiting students <strong>and</strong><br />

friends at <strong>the</strong>ir game companies, <strong>and</strong> finally buying a PlayStation 2) . I could maybe get a<br />

big enough advance to take a semester off from teaching <strong>and</strong> do lots of leg work ("stations of<br />

<strong>the</strong> cross.") I'd really be interested in anything you or <strong>the</strong> Media Lab is doing on <strong>the</strong> game<br />

front by <strong>the</strong> way. I do think it's only a matter of time now till we see lots of CAs in games.<br />

Games have (1) Physics Simulation, (2) Graphics Hardware, (3) 3D graphics<br />

algorithms, (4) Art: Meshes, bitmaps, skins, texture, (5) Level designs, (6) AI (7) Sound, (8)<br />

User Interface, (9) Story, (10) Web connectivity, (11) Product placements.<br />

But now I got three books on computer games from Amazon <strong>and</strong> am rethinking <strong>the</strong><br />

reality of this. I read David Kushner, Masters of Doom in two days, it’s about John Carmack<br />

<strong>the</strong> hacker <strong>and</strong> John Romero <strong>the</strong> gamer, creators of Doom <strong>and</strong> Quake. A great book,<br />

reminiscent of Stephen Levy’s Hackers. I wonder how well <strong>the</strong> book is doing. Like how big<br />

is <strong>the</strong> market <strong>for</strong> that kind of book. Kushner bagged great blurbs from A-list pop nonfiction<br />

writers. He says <strong>the</strong> book took him six years <strong>and</strong> hundreds of interviews. I can’t visualize<br />

doing that kind of project at all. And it wouldn’t even be about me, me, me!<br />

One phrase I saw in <strong>the</strong> book <strong>and</strong> liked a lot was that in Doom <strong>the</strong>re’s a type of<br />

enemy called a “Former Human.”<br />

June 9, 2003. The Quantum Mind.<br />

The nature of consciousness. I see this more as part of a book than as a whole book,<br />

p. 113

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