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Fail, Fire, and Life: Teacher: You have to make an innocent computer game! Me: Hose/lose from zach gage loselose is a game about choice and consequence, and b what it means to sucoeed or fail You play the role of a space captain on a seemingly endless quest to dectroy aftacking aliens. You receive one point for each alien you kil You have one life, and if an allen touches you, you ill esplode. Tyou manage to kil al of the stera without dying, you wil win th game Authough loselose is a video-game, everything that happens whl while you play is rea Each aien is procedurally generated out of a Sie on your computer. When you kill an alen, the fie it was created from is destroyed On the other hand, if you are kiled, the applcation itat wil be di stroyed 00:54 Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the players computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player's mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land? Why do we assume that because we are given a weapon an awarded for using it, that doing so is right? By way of exploring what it means to kill in a video-game, Lose/Lose broaches bigger questions. As technology grows, our understanding of it diminishes, yet, at the same time, it becomes increasingly important in our lives. At what point does our virtual data become as important to us as physical possessions? If we have reached that point already, what real objects do we value less than our data? What implications does trusting something so important to something we maderoviad menetichave? AH YES. MY FAVOURITE FRIENDLY COMPUTER GAME


Minecraft, Monster, and The Game: Biomes' Impact on Monster Density in Minecraft 1. Introduction and Hypothesis Minecraft is a survival/sandbox biocks. You can find monsters in the game that will spawn in that there are more monsters i came from 2009 where the goal is to survive in a world filled with ISEF dark areas. Observations has suesested n caves underground during daytime compared to at night. This suggest density of monsters in a place is affected by how many places in the area that s or monsters to spawn. The fewer places, the higher density. By this assumption, the numbes oawn in an area should be affected by the biome where the area is located SEF that the oA 3. Execution monsters who will Minccrants own system fot peogramming was used so make the exccudion aulomatic In summary, the experiment was conducted as ollows 2. Purpose The purpose of this project is to look at how changes in the mpact the number of monsters who will spawn in an area: -A platform was madc ai a predeterminot place in the game 4. Results The results are presented in arrays below weather and time got adjusied to a standard After a while the number of monsters on the platformm got counted and written down The platform was moved to a new location 13 diffencet biomes, 4 different heights and 10 different types of underlay on the platform got tested with this sctup n and conclusion ent biomes had the biggest impact on the number of monsters who spawned. The biome Deep Ocean has the highest density rs by a large margin. The follow up is the Swamp biome. Both of these biomes arc mostly water The biome with the lowest Taiga, followed by the two types of plains. These biomes has a lot of available land for monsters too spawn, so this was n the view of the hypothesis. rence between the different heights are smaller, but the difference is still there. The surface in the Minecraft world are at 64 we can see a lower density of monsters at that height. The highest platforms got the highest density of monsters s of underlay give some difference in density, but the varicty is small This can be explained by the inaccuracy of the crent types s, so it doesn't seam like the undcrlay has any effect on the monsters. se results, there seems to be no doubt that the biome and hcight an area is located, greatly affect how many monsters who will there. The hypothesi s loo spawn got the highest number of monsters on average. There seems too be some kind of correlation, but a different study be conducted too find out if this hypothesis is right s in the introduction seems to have got something right since the biomes with the least available places for To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.

To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.