This blog is a very tiny window into my blogging life. A narrow, frosted window; the kind you usually see at the dentist's office to shield from view the impending torture slowly deviating toward your mouth.

Unfortunately, most of my blogging content is too personal to put up publicly, and I feel bad because 99.9% of the people I mention it to won't ever have access to it. So I made a public blog. It has resulted in the debacle that is this account - a superficial outpouring in humorously obscure, skewed ways.

Saturday, July 4, 2009

The Sims 3

I've never been that intrigued by the SIMS (PC). The concept of creating and controlling the life and times of virtual characters has its novelty in the beginning, but I've never had the compulsive addiction or urge to immerse myself completely in creating and manufacturing a world of my choice that doesn't have any real impact on how my own life is carried out.

Mostly because I feel I'm too nice to my characters.

I like to make them the best they can be, make them hook up with as many people as I can, but feel fairly anxious when watch them set the kitchen on fire. In all actuality, I mostly prefer making and designing the characteristic traits, and putting as much shit as I can possible afford into the house -- but actually playing with the things? I get bored with them very easily.

I much prefer to read the enactments of others. Most lately, Alice and Kev, a girl and her ignorant father that live the life in the SIMS as homeless characters.

I laugh when I hear about my friend who stuck her SIM in a room with no windows and doors for days and made them cry, pee in the corner, and die in this godforsaken (can you be godforsaken in a virtual world?) concept.

Sure, I laugh. Then I question their psychological state of being.

I guess the reason I've never really gotten into the SIMS like I have with other video games is the lack of discernible plot. I prefer to test out the established stories and plot lines rather than create my own.

I guess that's why my interest in video game development has always been heavily emphasized on development and marketing. Assessing the quality of the game itself in terms of graphic and story line -- specifically, character development, plot line, plot holes, and fluidity of life parallels that you could possibly draw.

I find that an interesting conclusion about myself - as I've always loved to read and create story. I wonder why it doesn't translate to the same extent in a more 3-D environment...

On another note? Ben Heck. What a dreamboat.