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Simulations in Media

Since universal simulations/simulated realities aren't a real thing (yet), it's important that I look into different depictions of simulations in media to inform my own ideas. The things I'm going to be looking for specifically are:
 
  • What is the story/context around the simulation?
  • Who/what created the simulation? How?
  • What are the inhabitants like?
  • What is the purpose of the simulation?
  • What is the world like outside of the simulation?
  • Can the simulation be manipulated? Are there any glitches or exploits?
  • Do they address god? How?
  • How does the simulation 'look'?
  • How does it inspire me?
I'm also going to be putting together audio and visual resources together that inspire me within this context specifically. 
Prey (Arkane Studios, 2017)
What is the story/context around the simulation?
  • The entire playing experience of Prey takes place within a simulation. A lot of inception-esque events happen within this experience too.
  • The game begins with the player assuming the role of Morgan Yu, a highly intelligent engineer who is seemingly about to make his journey up to the space station known as Talos I. Before making the journey, however, Morgan has to go through a variety of tests regarding a technology known as neuromods. 
    • Neuromods are sophisticated technology that uses alien biological material to augment an individual's mental and physical capabilities. ​Since the technology is new, Morgan must be subject to tests to ensure he is not experiencing negative side effects. 
  • During testing, the doctor leading the testing is attacked by a mysterious life form that disguised itself as a cup, at which point the simulation becomes apparent. 
    • The aliens that fuelled the neuromod technology broke containment and multiplied, which is the primary driving force behind the player experience. The aliens are called the Typhon and will attempt to kill Morgan at every turn. 
    • This event reveals to Morgan that he has been kept within a simulated reality, being used to heavily test neuromods, which reset your memory if uninstalled. 
  • Morgan must undergo a long series of events that test his morality and decision-making intensely, as they must decide the fate of specific people he meets (whether to save them or leave them), and ultimately decide the fate of Talos I. Morgan's brother, Alex (the head of Talos I), suggests destroying the Typhon specifically, but an AI designed by Morgan suggests to destroy the entirety of Talos I in order eliminate the risk of the Typhon visiting Earth. 
  • Regardless of what decisions the player makes, the outcome is essentially the same. It is revealed very bluntly that the events that transpired took place within a simulated environment. Alex Yu reveals that your 'experience' as Morgan were implanted. 
  • The twist is that the player is actually a Typhon-human hybrid who is experiencing a simulated reality in order to test its morality. The decisions it makes throughout the simulation are evaluated by Alex and AI in order to determine whether the hybrid experiment was successful.
    • Alex reveals that the neuromods did fly too close to the sun, resulting in the Typhon overrunning Earth. The Typhon-human hybrid was created as a last-ditch attempt to bridge the gap between the species and save humanity.​
      • The visuals in the ending scene suggest that it takes place within ANOTHER simulation, which is most likely a safety measure .​
Who/what created this simulation? How?
  • Every simulation in the game was created by Transtar, a space-organisation that spearheaded the reconstruction of Talos I, as well as the development of the neuromods.
  • The first layer of the simulation was made physically, using a sophisticated array of screens, lighting, sounds and a physical scene to make Morgan feel as though he was living out his real life. Since he was testing neuromods, his memory would constantly reset to the beginning of the day, so almost every aspect of this layer was totally fabricated/automated to make Morgan replay this specific set of tests over and over again.
    • The neuromod division aboard Talos I was designed to '​be unique from the rest of the game'. 'In order to fool the player and set this look apart from everything else, we chose a more grounded aesthetic'. Arkane purposely created the simulation division to be directly adjacent to other research facilities within the neuromod division, creating a 'stark transition from one to another'. (The Art of Prey, P94)
    • The screens were 'looking glass' technology, a screen system designed to allow viewers to see the on-screen object from their own perspective, as though they were looking at it in real life.
  • The primary simulation (the one the whole game takes place within) was created once more by Transtar, but this time it was specifically made by the operators and Alex Yu. The simulation was created once more by sophisticated screens and sounds, but this time it is headset based. The events that the hybrid experiences were reconstructions based on Morgan Yu's real memories. These memories were seemingly given to the hybrid through 'injecting him with//Morgan's cell lines'. The memories were directly implanted into the hybrids brain while the screens and speakers allowed for a more 'real' stimulation of the senses. 
    • I am assuming that the screen technology used to showcase the visuals of the simulation was done via looking glass techology repurposed into a headset. 
What are the inhabitants like?
  • The inhabitants of the simulation are, simply put, normal people. They are reconstructions of real-life people doing their jobs aboard Talos I, there is nothing particularly unique about these people. 
  • The Typhon however, are very unique. The Typhon are an alien species discovered on the Soviet Union's Sputnik 1 probe. They are abstract life forms possessing immense powers and are quite intelligent, but do not seem to be sapient like humans.
    • The Typhon are 'ruled' over by the Apex Typhon, an enormous, eldritch looking abomination that seemed to be larger than Talos I itself. The Apex is effectively the queen bee of the Typhon, and is the one in control. The Apex is depicted as a 'being of cosmic force', an enmourmous, amorphous being composed of the same material the other Typhon are made of. Its only real discernable features are the golden glow of the coral within it, the black, amorphous organic material its made of, and its small glowing eyes. 
  • The Apex gives birth to millions of 'mimics'. Mimics are the lowest and smallest of the Typhon, they are small quadrapeds that look almost like spiders, possessing one central body with its legs coming outwards from it. Their legs are sharp and lagged, and their form is shrouded by an erratic, exotic material. Mimics devour all organic life that they come across, and some will eventually become 'Weavers'. 
    • Mimics can effectively shapeshift into anything they see. The process by which they do this is unknown, but there are some theories:​
      • The mimics may enter an alternate dimension and displace an object from said dimension.​ When Morgan uses the 'mimic matter' ability, they seem to 'dive' into space, where the object they're mimicing will then materialise. This theory is actually the most accepted of the lot, as there is more evidence FOR it than against. The asteroid carrying the Typhon would have travelled for a period of time too great for the Typhon to have survived, thus the theory is that the Typhon can enter parallel dimensions with different time signatures, an idea that is backed up in game where the objects that mimics assume do not share the same time signature as our universe.
      • The mimics may emit a psychoactive wave that convinces observers that they look like a different object. This theory is supported by the way mimics emit a 'chattering' noise.
      • The mimics may undergo complete cellular restructuring to assume the shape and properties of an object. This theory is rejected however, as the objects that they 'shift' into do not seem to have any ability to retain consciousness 
      • The mimics may use some form of process that bypasses the laws of physics.
      • Sometimes, by unknown mechanism, a mimic is selected by other Typhon to become a weaver. 'The chosen mimic is stung repeatedly by the others, triggering a rapid change, resulting in a new Typhon geneocratis, or 'Weaver'.'
    • Mimics can occasionally possess elevated functions compared to a regular mimic, with these rarer instances being called greater mimics.
  • Weavers are a powerful and pivotal form of Tyhpon that assist in the creation of more powerful Typhon. Weavers possess the ability to amplify and modify other Typhon types.
    • Weavers can turn regular mimics into telepaths and technopaths.​
    • Weavers can turn human corpses into powerful Typhon known as phantoms, some of which can exhibit a similar mutation to greater mimics, becoming what is known as an 'elite' phantom.
      • Weavers, if they have enough resources and energy available, can turn phantoms into nightmares, the strongest Typhon varient outside of the apex. ​
      • Weavers can occasionally fail to turn corpses into phantoms, which leads to the creation of poltergeists.
    • Weavers also create a smaller Typhon varient known as cystoids, a spherical Typhon varient that can track prey and explode if close enough. 
    • Weavers create a mysterious golden substance known as coral. Coral is a complex neural network that holds the psyche of each and every being killed by the Typhon. It's also used to communicate between the Typhon, allowing them to share information with eachother over long distances.
      • Coral emits a strange neural wave that can be used to summon the Apex Typhon, essentially telling it that sufficient coral has been generated for feeding. 
    • Weavers can create a psionic shield around themselves that makes them impervious to damage while it is active. 
  • Phantoms and poltergeists are created by weavers by reanimating the corpses of those killed by the Typhon. We only get to observe human-phantoms, but it is easy to assume that weavers could create phantom varients out of any corpses. 
    • Problems sometimes occur when a weaver is reanimating a corpse, causing a poltergeist to be created rather than a phantom. ​
      • Poltergeists have a unique ability to turn themselves invisible, and can even mimic human speech. They are much more humanoid in appearance than phantoms, which is most likely down to errors in the phantom conversion process. ​
        • The Art of Prey speaks of how it was important to create a 'strong visual to support his rare appearances', despite the poltergeist being invisible '99% of the time'.
  • Phantoms are physically strong and are fairly intelligent. Just like greater mimics, phantoms can exhibit mutations that allow for new and powerful abilities. 
    • Thermal phantoms possess the ability to create heat through the use of plasma. ​
    • Etheric phantoms emit toxic ether clouds that linger, and can also split into two. 
    • Voltaic phantoms possess the ability to manipulate electricity which, in turn, can be used to manipuilate electrical systems. 
      • Each phantom possesses the ability to use psychokinesis to create shockwaves and blasts.​
      • Phantoms can move incredibly fast occassionaly, so fast that it is more in line with teleportation than moving, since they can go from A to B nigh instantly. Voltaic phantoms do not seem to possess this ability, for some reason. 
  • The Art of Prey speaks about their design process being quite challenging, as they wanted to avoid phantoms simply looking like 'a man in a rubber suit'. Arkane ensured that phantoms were designed more as a Typhon with a humanoid shape rather than a human with Tyhpon features, which I really appreciate. 'It was when we started implementing the visual effects that the final look tied together'.
  • Just like mimics, phantoms and poltergeists are incredibly aggressive and will stop at nothing to kill the player. ​​
  • Telepaths and technopaths are incredibly powerful Typhon varients that boast strong telekinetic and technokinetic abilities respectively. They are both created from mimics by weavers. ​​
  • Both variants can levitate freely, but are relatively slow moving.
  • Telepaths have the terrifying ability to completely overcome ones psyche, enslaving anyone who even gets too close to one. The only thing protecting Morgan from this ability is the psychoscope they wear on their head. ​
    • Telepaths can summon hordes of mind-controlled slaves that it can hurl at enemies freely. ​
    • Telepaths can cause the heads of those controlled by it to explode on command, which it uses to attack unsuspecting enemies. 
    • Telepaths can fire long-range homing projectiles compose of pure psychic energy that, in conjunction with causing blast damage, can cause severe concussions and nullify an enemies psionic abilities. 
    • Telepaths do not really have a specific shape or distinct look about them as they are a large black mass of swirling tendrils, with one glowing white eye. 
    • Telepaths emit and create shades of purple while using their abilities. 
  • Technopaths are similar telepaths, but instead infect and control electrical systems rather than biological neural systems. 
    • ​Technopaths are formed similarly to telepaths, but some theories suggest they are formed out of operators rather than created from mimics. ​
    • Technopaths have more of a defined structure than telepaths, taking on a more trapezoid shape akin to the shape of the operators, giving it more a computer-like appearance. ​
    • Technopaths first manifested as glitches and viruses within computer software, even before the first technopath was ever observed. 
    • Technopaths can hack almost any electrical system, weaponising operators and even turrets. Since operators can fly, technopaths can use this to create a shield around itself.
    • Technopaths emit and create shades of blues while using their abilities. 
  • Cystoids are the smallest Typhon currently known, and are the most expendable. Cystoids are simply a defence mechanism for the Typhon.
    • Cystoids can self-detonate, and will move as close as possible to enemies before doing so. The explosion is violent and powerful, and emits temporary radiation. ​
    • They are mostly spherical in shape, and seem to have no detectable sensory organs. 
    • Cystoids are mostly produced by a cystoid nest, which is just a large mass of Typhon material. 
    • Weavers can produce cystoids from their bodies as a defence mechanism. 
  • The final known Typhon varient is known as nightmares. Nightmares are the most dangerous form of Typhon that the player can actually fight and engage.
    • Weavers create nightmares from phantoms, using large amounts of resources and energy. Nightmares are an example of the Typhon's intelligence and adaptability, as they are a natural response to the presence of Morgan. The Tyhpon eventually realise just how threatening Morgan is to their existence, thus the weavers respond by creating specialised Typhon that are designed specifically to overcome Morgan.​
    • Nightmares possess the ability to induce a fear response in enemies through psionic means, and seem to be nigh-impervious to physical damage. 
    • They are very large and imposing, boasting immense physical and psionic strength that will obliterate even remotely underprepared enemies. Their psionic abilities are so strong in fact that not even the psychoscope can shield one from the effects. 
What is the purpose of the simulation?
  • The first simulation is designed to test neuromods. Neuromods have the unfortunate side-effects of wiping all memories formed after the installation if the neuromod is uninstalled. Because of this, simulations were developed so that the test subject could be kept stable within a controlled environment while testing continued. 
  • The second simulation is designed solely to test the morality and decision making of a human-Typhon hybrid. Alex reveals that the world has been completely taken over by the Typhon, so a hybrid was created using Morgan's DNA and memories to help bridge the gap; as Alex puts it 'we spent years trying to put what you can do into us. We never tried putting what we can do, into you.'. The hybrid is humanities last ditch attempt at survival.
What is the world like outside of the simulation?
  • The ending gives us an insight as to the world outside of the simulations - the world is totally overcome by the Typhon, and, eventually, the apex will be summoned and nothing will remain. 
  • Exploring Talos I reveals to the player the details and origins of neuromods, as well as the Typhon. 
    • Typhon specimens are used to produce the neuromods. They are designed to completely change human abilities, permanently. This implies that capitalism and money has once again plagued humanity and thus driven them to a downfall. TransStar flew too close to the sun, and the Typhon sealed the death sentence. It is only once the income stops, that humanity acknowledges their faults. 
  • Outside of TransStar and the Typhon, the world seems pretty normal and similar to that of real life Earth. 
Can the simulation be manipulated? Are there any glitches/exploits?
  • The only glitch I could pick up on during my playthrough was that of Morgan's flashbacks. Occasionally, the hybrid would experience moments where the simulation would glitch out, causing the hybrid to see and hear tiny snippets of the world outside of it (Alex running the tests on the hybrid).
  • The simulation cannot be manipulated outside of expectations. The hybrid is free to explore and make their own decisions throughout their experiences on Talos I, which could potentially be argued to be 'manipulation', as the outcome of the tests is dependant on how the hybrid changes it through their actions. 
    • An interesting point to look into here is how free will is possible within the simulation. The hybrid can make essentially any decision they want to, and are free to alter the course of events as they see fit. The final outcome is never determined until it is made to be. ​
Do they address god? How?
  • God as a higher entity is not addressed in any capacity - there is no 'higher being' whatsoever. However, the game does address the idea of trying to play god, and the disastrous consequences that can arise due to such actions. A lot of the game's design is actually focussed around this idea.
    • December was an AI designed by Morgan after theirself, and was programmed with the intention of helping an amnesia-afflicted Morgan escape from Talos I.
    • January was also an AI designed by Morgan after theirself. This time however, it was programmed with the intention of helping Morgan destroy Talos-I and the Typhon.
    • The two AI's are representative of the Morgan's shifting personality as he underwent neuromod testing, and how his very being was changing negatively as a result of neurological changes. December was made selfishly, in the midst of his testing. January was made to complete its goal regardless of Morgan's safety, disregarding it entirely to help save humanity. Morgan realised the flaws behind the neuromods, and became aware of how much he was changing, and used this realisation to fuel his plan to destroy it all before it could cause more harm. 
    • The nightmare is actually far more forgiving to the player if they use Typhon-related neuromods sparingly. If the player uses many of them, the nightmare will appear without warning, giving the player very little chances of survival. 
How does the simulation 'look'?
  • There isn't any defined aesthetic to the simulations present within Prey, they are simply designed to be as realistic as possible. Not much more to say unfortunately. 
  • The initial simulation is designed with bright and happiness-inducing colours that fill the player with hope and wonder that should help the player feel excited for whats next. It was designed be an extremely harsh contrast with Talos-I to evoke mystery and tension. 
  • Talos-I is designed with two different ages of technology in mind. The 'new is built on top of the old', which is a fantastic example of environmental storytelling. 'The personality of the station's creators had to be apparent in the environments, and this was leveraged to give a sense of time passing and layers of history'
    • The juxtaposition between the retro-looking tech and lounges and the situation/purpose of said tech is somewhat jarring and uncomfortable, which assists in creating tension. There is something uncanny and 'off' about seeing a futuristic and highly advanced technology made to look retro. It made me question the design choices of Talos-I's creators at almost every turn during my playthrough, as it was impossible to feel particularly 'safe' within ANY environment, let alone sections with Typhon present. ​I feel like this is partially down to the Arkane 'look' their games have - their games have a glum and grotty feel to them in terms of visuals. Even though there are plenty of sections with bright and saturated colours, the atmospherics, VFX and art style add to this juxtaposition and keep you feeling uncomfortable. 
    • Arkane also made sure to build the 'mood of the levels corresponds to the beats of the story narrative'. Each level makes its own unique contribution to the overall feel of Talos I.
How does it inspire me?
  • I absolutely love the concept of the coral and how it is a neural network of all consciousness taken by the Typhon. It gives me a similar feeling to the runes and the Unown, something that is quite magical and impossible but is given physical form and substance. 
    • Visually, the coral is stunning too. I genuinely paused for moments in the game just to admire the beauty of it. I love how Arkane took inspiration from neurons and the brain to design the coral - I really feel as though a concept along the lines of the coral could appear in my game further down the line somehow. ​
  • The Typhon generally speaking are very inspirational to me - I love the concept of monsters that are abstract and totally outside the realm of human comprehension. They appear as black masses with little to no distinct forms. They are blurry and difficult to even see in front of you, and have physical and mental properties that are mysterious and fascinating. 
    • I love the idea of the Typhon being able to access parallel dimensions, and how they can use them to circumvent the effects of time.​
  • Prey is another example of the Icarus story, where the protagonist gets too ambitious or greedy and flies too close to the sun - but the narrative ties beautifully into the different traits of the human condition. Prey's overall commentary make strong arguments against capitalism, playing god, and the way we treat animals. 
    • The motivation behind the simulation is very similar to that of the Owlkin in Outer Wilds, and is similar to the theorised motive of posthumans: loss and recovery. Humanity had lost Earth to the Typhon and are near extinct in Prey, thus the simulation aids in recovering what was lost.​
    • I loved the idea of humanity using a hybrid to develop a bridge between species - even though it is somewhat cruel and still unjust, it is a unique hail-mary that could potentially allow humanity and Typhon to live together. Alex stating that 'we never tried putting what we could do, into you' is a painful realisation of just how important empathy and emotions really are - we are so privellidged to be able to experience these traits. The Tyhpon cannot, and I really appreciate how Prey never once makes them out to be evil: 'People are quick to project human qualities onto things they don't understand. The Typhon kill us without hesitation. But it's not because they are evil. It's because they can't do otherwise'. 
  • Prey's visuals are absolutely stunning and have a painstaking level of detail put into them, and reading The Art of Prey has made me much more considerate about my own work. I often times find myself wanting to get ahead of myself, making a visual design and wrapping the written work around it, but this book has made me realise just how much you can do with written briefs before even thinking of visuals - I really want to improve in this regard, and I think this research will help me to do it when I get to writing up briefs. 
    • Once I get to my design work, Arkane will absolutely be a studio I delve into further, as their artwork and processes are made to an unbelievable standard, and, if I ever get to that level, are probably my dream studio. ​
  • Neuromods are fascinating and I'll absolutely be diving into them a bit further during my body-modification research. I'm inspired by the science behind them and interested in genetic modification and splicing. 
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