11/5/06

Next in what seems to be turning into a series on popular misperceptions about evolutionary theory: John Seabrook, in his otherwise terrific profile of Sims creator Will Wright, says this about Wright's forthcoming Spore:

In order to create the best content for your style of play—“the right kind of ecosystem for your creature,” as Wright puts it—Spore builds a model of how you play the game, and searches for other players’ content that fits that model. If you create a hyper-aggressive Darwinian monster, for example, the game might download equally cutthroat opponents to test you.
Seabrook is using the word Darwinian as a virtual synonym for "hyper-aggressive," to suggest "nature red in tooth and claw." Of course, strategies of hyper-aggressiveness are Darwinian in the sense that they evolved through natural selection. But as has been argued many times, the same could be said about strategies of cooperativeness or reciprocal altruism. The achievements of human cooperation -- cities, science, language, political structures, the World Series -- are as much a product of our evolutionary heritage as are bloodsports and rape, and to imagine otherwise is to suffer from lazy humanist metaphysics.

Other than that it's a good piece, and Spore looks amazing:
Wright hurtled through the levels, evolution moving at hyperspeed as his creature acquired houses, tools, weapons, vehicles, and cities. While he was narrating his creature’s adventures, Wright was also explaining how, in passing through the different levels of the game, the player would be progressing through the history of video games: from the arcade games, like Pac-Man, to Miyamoto’s Super Mario, to the first-person shooters. At the tribal level you are playing a Peter Molyneux-style God game, and at the global level you are playing Sid Meier’s Civilization.