Bloom

A machinima loop captured inside the post-apocalyptic single-player computer game Fallout 3 made by the U.S. based company Bethesda Game Studios. Part of an ongoing investigation of why we play computer games and why we consider some things funnier than others, especially the bizarre and the violent. Considering the drudgery of repetitive tasks that we see as necessary parts of life it is interesting that the things we call entertainment are based on the same types of structures. Comparing work along a factory line with the endless quests for higher levels, better weapons or breathtaking plots are not always that farfetched and it astounds me how many times I would define the gameplay as tiring and repeatedly feel the pressure from all of those adventures that lies around the corner. But if comparing the experiences in computer games with the necessities (imagined and real) of an ordinary work, I have a freedom of choice in using the games or not. What is it then that makes me use and reuse those experiences contained in prepacked stories when I, in some cases, see no end to the repetition? It may be so that for me as a so called civilized individual (domesticated) that these games are, among others, the last line for receiving an intense adrenaline filled emotional release, a catharsis based on the thrill of swinging a virtual gun barrel with a happy trigger finger towards a monster on a frontier in somewhere, close to something. That the ritualistic repetition indicates an inherent search for something deeper and more profound. This may sound pessimistic but I see this as a healthy sign that we humans have a natural drive for excitement and curiosity and therefore inevitable with time will look towards the stars and as a consequence survive as a conscious race.