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Movies Are Primitive Forms Of Ai: Part 2 – Video Games And VR

April 4th 2021

Today, when we think about Virtual Reality or VR… we tend to think about science fiction movies such as; The Matrix or Virtuosity.

Whereby, these films portray a very futuristic version of Virtual Reality and the characters are fully immersed in a, “virtual realm.” Nevertheless, the reality of VR technology is not so cut and dry and primitive forms of Virtual Reality are more akin to; movies, audio recordings and video games… which was the topic of our last article. (

But what is the difference between passive viewing and Virtual Reality? And where do we draw the line between viewing and gaming? And is gaming similar to real life, in terms of problem solving? And what is real? Whereby, a control pad is almost no different than a real world setting in terms of touching and feeling the world around you. But what if the control pad had a smell gauge? What if smelling statistics, were inserted into the game? What if your sense of, “touch,” had quantified statistics/numbers… essentially representing senses like; taste, pain and smell… and what if that data was a part of the game? Would that then classify a video game as Virtual Reality / VR? Even if senses like pain or smell were numerical?

Or how life-like does a game have to be… in order to be considered a, “Virtual Reality?”

And what I’m getting at is even more distinguishing… and that’s a concept that I’d like to coin, “virtual problem solving.”

Whereby, at the birth of, “the Nintendo Generation,” the big issue in gaming… or pertaining to this new, “VR technology,” was the DIFFICULTY LEVEL of the earliest games. How challenging should the games be? What difficulty level will entice gamers to continue playing as opposed to getting frustrated and quitting? And what difficulty level is the most enjoyable? What difficulty level teaches users the most? And what difficulty level is ideal for adults vs children?

And a lot of legendary, “business data,” came out of this period at Nintendo, whereby a lot of the early game development really revolved around this concept of, “the difficulty level,” in these games… and really represented the most primitive forms of Virtual Reality / VR, in the 1980’s and early 1990’s.

But what is the perfect, “difficulty level?” And what if this was QUANTIFIED? Like what if… Zelda: Ocarina of Time, a Nintendo classic… was deemed an 8.2/10 difficulty level, determined by an assortment of advanced stats and metrics? Or what if Tetris was labeled a 3/10 difficulty, on some sort of universal or uniformed scale of difficulty? And what if more challenging games like, “Lolo,” for example… were deemed something like a 9.3/10… on a more broadly labeled, “intellectual challenges metric.

“Intellectual challenges metric,” remember that term…

Which then led me to an even more fascinating philosophical query… but what if the most difficult thing that you ever did in your life… was to finish a video game?

What if beating MegaMan 3 for example, which is a very difficult game, was the crowning achievement of your life? And if a game such as MegaMan 3 was rated a 9.4/10… on a more broad, universal scale of grading… or if there was a metric designed to grade all, “intellectual challenges,” then would that be something to be proud of? Like… what if beating MegaMan3 was actually considered a respectable achievement?

Which is to say, “what if we challenged people’s minds with Virtual Reality / VR and measured people’s brains with simulations and video games?” Then what if we used that difficulty level that a person achieved in video games / VR to measure people’s capacity to problem solve in other areas? And to take that one step further… what if the hardest thing that you ever did in your life, was to beat a video game? And would that help you to push yourself further in other area’s of your life? I’m asking for a friend…

Regardless; this is the essence of primitive Virtual Reality / VR, whereby last week I commented that simply being able to record audio and video represented the simplest forms… or most primitive forms… of, “Ai,” today’s concept essentially represents the most primitive forms of Virtual Reality and Virtual Learning, which is another aspect of Ai.

-William Larsen,