Something I've noticed in many comments is its a mix of the game or story with perceptual warping.
My own perceptual warping story doesn't come with a game, but I assure you its super disorienting to spend a couple hours looking thru a low power binoc microscope to work on electronics and then just get up and walk around, your hand eye coordination is all messed up for awhile because what you see your hands do has been times 2 magnified and bent 90 degrees upward for some hours. Putting a key in a keyhole is a challenge for a couple minutes till reality snaps back. Its a form of sea sickness, after all. Your position sense doesn't match your optic sense and that makes some people puke although in low doses you just feel really weird.
Much like there is a difference between the taste of a beer in a relaxed setting vs after a long afternoon of yard work, your blood sugar or hormones or something distort your perception of the taste of the beer. Or DnD / pathfinder / rpg in general seems more fun when candle-lit. And a zillion observations in a hundred comments here about drugs or whatever.
I would think there are more technological opportunities to mix perception alteration with a story or game than just AI or what we've mentioned. Perhaps someone could scientifically calculate a formula to determine the correct music for a game. Maybe there is a type of food that naturally goes with social media use (probably something sugary). Maybe a certain hue of general room lighting is good for certain TV genres. Aside from VR technology, however cool it may be, I have this feeling narrative/game plus perception warping is a large mostly unexplored solution space.
I like to sail. I wonder if, along the lines of the theory above, liking sailing comes from ultra low dose perceptual warping due to subclinical sea sickness combined with the purely mechanical labor of sailing. Could you give me a small dose of anti-anti-sea sickness pills and I'd love basketweaving or something.
My own perceptual warping story doesn't come with a game, but I assure you its super disorienting to spend a couple hours looking thru a low power binoc microscope to work on electronics and then just get up and walk around, your hand eye coordination is all messed up for awhile because what you see your hands do has been times 2 magnified and bent 90 degrees upward for some hours. Putting a key in a keyhole is a challenge for a couple minutes till reality snaps back. Its a form of sea sickness, after all. Your position sense doesn't match your optic sense and that makes some people puke although in low doses you just feel really weird.
Much like there is a difference between the taste of a beer in a relaxed setting vs after a long afternoon of yard work, your blood sugar or hormones or something distort your perception of the taste of the beer. Or DnD / pathfinder / rpg in general seems more fun when candle-lit. And a zillion observations in a hundred comments here about drugs or whatever.
I would think there are more technological opportunities to mix perception alteration with a story or game than just AI or what we've mentioned. Perhaps someone could scientifically calculate a formula to determine the correct music for a game. Maybe there is a type of food that naturally goes with social media use (probably something sugary). Maybe a certain hue of general room lighting is good for certain TV genres. Aside from VR technology, however cool it may be, I have this feeling narrative/game plus perception warping is a large mostly unexplored solution space.
I like to sail. I wonder if, along the lines of the theory above, liking sailing comes from ultra low dose perceptual warping due to subclinical sea sickness combined with the purely mechanical labor of sailing. Could you give me a small dose of anti-anti-sea sickness pills and I'd love basketweaving or something.