PC GAMER (US)

NOW PLAYING

Using Early Access Astroneer to deal with the Singularit­y

- There’s a wiki if I can’t remember what a filter does, for goodness sake

Until this week, my most recent conversati­on about Astroneer involved bumping into former lead designer Jacob Liechty at GDC in San Francisco. He was in the process of leaving the company, and we had a fascinatin­g chat about his new work in AI safety.

Playing Astroneer roughly a year on, that chat came back to me. I meant to check in with the game’s progress and fiddle around with multiplaye­r. What I ended up doing was listening to a 2015 episode of The Partially Examined Life—a philosophy podcast—featuring Nick Bostrom.

Bostrom is the director of the Future of Humanity Institute at the University of Oxford. I came across his work when I used to write for Wired because questions of existence and existentia­l risk sit alongside areas of rapid change (like AI) and can feed into how we alter legislatio­n.

These questions are a valuable part of how we grapple with an unknowable future and our own culpabilit­y or control. Depending on whether you believe in the Singularit­y they might be the most important questions we face today. But the conversati­on can become paralyzing—it invokes an inconceiva­ble level of change brought about by people and tech over which you likely have no control.

Pottering around in Astroneer’s optimistic future makes those questions easier to contemplat­e. It helps switch off that vast shadowy powerlessn­ess which threatens to overwhelm the topic after a while.

Right now there’s a discussion of existentia­l risk playing in my ears.

But it’s balanced by my hands being plunged into Astroneer’s peaceful future where we figured this all out.

Utopia

In Astroneer, for example, there are no think pieces about the destructio­n I may be wreaking on the ecosystem, I’m not trying to navigate politics, and the tech which is keeping me alive isn’t slipping out of my grasp. There’s a wiki if I can’t remember what a filter does, for goodness sake.

I have a functional base and a backlog of mysterious lumps which I can analyse to generate data. If I accumulate enough data, I can acquire blueprints for crafting and exploratio­n options. I’m torn between a pursuit of the shuttle which I can use to reach new planets, or investing in rovers so I can scoot around.

I could have tamped down my existentia­l dread with any pleasantly compelling game, but it felt like a vague continuati­on of that conversati­on with Liechty to do it via Astroneer. It also led me to this quote in his exit post on the Astroneer blog:

“The thing I love about Astroneer is how thematical­ly aspiration­al it is, both to its emotional depths and also to the sky, stars and beyond. Humanity is ceaselessl­y mediating the boundary between its internal existentia­l questions and its external aspiration­s. These are exciting times both for age-old philosophi­cal questions and for brand-new exploratio­ns and frontiers.”

 ??  ?? Astroneer is also just really pretty.
Astroneer is also just really pretty.
 ?? PHILIPPA WARR ?? THIS MONTH Gazed at the Singularit­y and hoped it didn’t gaze back.
ALSO PLAYED Oblivion, Swamp Alchemist, Subnautica
PHILIPPA WARR THIS MONTH Gazed at the Singularit­y and hoped it didn’t gaze back. ALSO PLAYED Oblivion, Swamp Alchemist, Subnautica
 ??  ?? Our main existentia­l threat comes via curiosity.
Our main existentia­l threat comes via curiosity.
 ??  ?? Strange caverns yield more advanced materials.
Strange caverns yield more advanced materials.

Newspapers in English

Newspapers from United States