There are, however, people who are against war. They are not willing to be killed by rockets (although, when asked, they cannot say what kind of death they would prefer). Such people are prepared, in the interest of peace, to accept bad design. They are downright pleased if rockets, paper-knives and arrow-heads get worse and worse and thus become less and less elegant, less and less convenient. They are good people in a totally different sense of ‘goodness’ from the one intended. These good people are good for nothing but for simply existing. They are anti-designers.
Admittedly, when you see them completely at home using the pavement designed in spite of them, one gets the impression that they nevertheless do design things: jewelery for instance. But they cannot keep this up for very long because one cannot ‘make love’ forever (which the jewelry is intended for) without lapsing into ‘making war’. One cannot at the same time be ‘good in oneself’ and ‘good for something’: one has to make a choice to be either a saint or a designer.
There may be a way out of this dilemma: either war and an elegant, user-friendly life in the midst of good objects, or everlasting peace and a squalid, inconvenient life in the midst of badly functioning objects. Putting it another way: either bad and convenient or inconvenient and saintly. Perhaps one could propose a compromise: to design objects intentionally less well than one might do. For example, arrow-heads that continually miss, paper-knives that take less and less to time to get blunt, rockets that tend to explode in the air. Of course one would also have to put up with chairs that threatened to collapse under the sitter and light bulbs that were continually blowing out…In this case, Goethe’s recommendation might go something like this: ‘Let man be noble, generous, and more or less good, and thus, as time goes by, less and less noble and generous as well.’
Vilém Flusser The Shape of Things
Nowhere is a procedural single player, open world, sandbox game; You incarnate as a floating sentient orb, a machine-being in a post-singularity society of vaguely self-conscious mechanical entities; for lack of a better word, I call them drones. You live the full life of that one drone in this closed ecosystem, which is represented as a giant otherworldly colony suspended in space. When you die, you reincarnate, and you live the next life, until all lives are played out. The lives you live are distributed across the equivalent of a drone’s lifespan - randomly. Occasionally you meet a former self of yours, younger and older. You go back and forth in time and as every member of that society, you shape what you are as a collective. As the game progresses, you and the system become one.
Nowhere has no fixed plot line, but provides emergent goals. The player creates his own narrative. The concept is highly AI dependent. It is a “civic” sandbox game. You can go with the flow of society, obstruct it, destroy it or mold it into something else. You are going to experience the system from both sides: conservative and progressive, rich and poor, creator and inhabitant. You will pass laws and be forced to live under them. You will instigate against yourself, become a victim of your own indifference, or enjoy the rule of your state-building foresight. The game can reach one of six extreme outcomes, of which each one is honored as a unique ending to your karmic ascension.
TAKE MY MONEY TAKE MY MONEY