lose/lose - a computer game that destroys your files

Lose/lose is computer game that destroys your files, reminds me of a few operating systems...

lose/lose is a game about choice and consequence, and by extension what it means to succeed (fail). You play the role of a space captain on a seemingly endless quest to destroy attacking aliens. You receive one point for each alien you kill. You have one life, and if an alien touches you, you will explode. If you manage to kill all of the aliens without dying, you will win the game. There is an online scoreboard which is viewable below. Although lose/lose is a video-game, everything that happens while you play is real. Each alien is procedurally generated out of a file on your computer. When you kill an alien, the file it was created from is destroyed. On the other hand, if you are killed, the application itself will be destroyed.

Recent Entries

Comments

Oldest comments listed first.

Posted by: Pelrun on September 21, 2009 at 9:01 PM

Sure, I'll play... right after I set up a VM.


Posted by: fenwick on September 21, 2009 at 9:06 PM

This eerily reminds me of "Ender's Game".


Posted by: Chet on September 21, 2009 at 9:11 PM

A strange game...the only winning move is not to play.

How about a nice game of chess?


Posted by: torchtech.judgementgaming.com on September 21, 2009 at 9:25 PM

This game looks like it is only for Mac (or I could not find a Windows/Linux version on the site). Someone must have a grudge.


Posted by: Math Campbell-Sturgess on September 22, 2009 at 12:09 AM

Fun but...

I can see why this would be fun (in a vm/new user account), but ultimately it's more of an art-project than fun-but-cool....
There was however a funky version of Doom (also for mac) that had all the monsters representing a process, so if you killed the chainsaw demon thing with "safari.app" above it's head, Safari would bite the dust...
Bigger the demon, more ram/cpu it was using. Kinda like top, but with a gun :)


Posted by: Preacher on September 30, 2009 at 12:41 AM

Lose/Lose's central point is essentially a straw man argument. Its statement about violence in video games drains the context out of video games in order to make its point. The ambiguity it tries to establish by linking real data loss with the loss of a virtual (fake/imaginary) life is a poor analogy for the ethical or moral argument it attempts to make. The heavy-handed message that killing things results in them being lost forever is a simplified morality taking nothing complex into account. There is also the implied argument about violence in video games that was almost certainly considered when making this. The long-stated, long-deflated argument that virtual violence desensitizes us to the violence of the real world.

The fact of the matter is that the video game audiences of today require more context than the video game audiences of the past. They want to know why things are happening. They want to know what the points are of the decisions they make are. They want their games to make them feel something.

Ironically, every question that the artist raises has been addressed and handled with far more panache and skill by video games themselves. Without any simplified "real-life consequence," game audiences have felt the pressure of complex ethical decisions (torture or stay ethical and lose many of your powers in Fable 2), the surreal satire of the action genre's sociopathic tendencies (the GTA series) and even the remorse of lives ended forever (the thousands that still mourn for Aeris in Final Fantasy 7).

Someone has already brought up the fact that the major question of the role of data as a cherished possession has already been answered; and once again, it was answered by video games themselves.

So finally I put my opinion in: this piece is not a quality artwork especially when compared to works that have covered the exact same ground as it has, some with bigger budgets, some with the same small budgets. The methods it employs to try and make its ethical arguments are heavy-handed and simplistic. In an attempt to "pare down" the concept of video game violence and distill it to an essential core, the artist has missed the point of video games entirely.

And at the very last, I offer this speculation: How will the artist feel when the Internet corrupts his work like so many others in the past? He has essentially written a terribly effective trojan horse malware program. A ridiculously simple hack is all that is required to strip or change the warning documentation at the beginning of the game. In an attempt to draw a simplistic analogy for the nature of murder, he may very well have empowered scores of real-world people who are real-life malicious to prey upon the unwilling.


Leave a comment


Subscribe to MAKE!Subscribe to MAKE Magazine!

Subscribe today, save 42% and get web access to MAKE free. MAKE Digital Edition is available only to subscribers.

$34.95 / 1 year
(4 Quarterly Issues)

Subscribe now


Void your warranty, violate a user agreement, fry a circuit, blow a fuse, poke an eye out. Make: The risk-takers, the doers, the makers of things... Welcome to Make: Online!


CRAFT Maker Shed Maker Faire MAKE television




Check out more videos from MAKE.

Maker SHED

Connect with MAKE

Be a MAKE fan on Facebook MAKE on Facebook
Visit our Facebook page and become a fan of MAKE!
MAKE on Twitter MAKE on Twitter
Follow our MAKE tweets!
MAKE Flickr Pool MAKE on Flickr
Join our MAKE Flickr Pool!
    make_tips on Twitter



    MAKE Archives

    Make: Money

    Make: Science Room
    Subscribe to MAKE Magazine!

    Make: Online editors and authors!

    Gareth BranwynGareth Branwyn
    Editor-in-Chief


    Phillip TorronePhillip Torrone
    Senior Editor
    | Web | Twitter


    Becky SternBecky Stern
    Associate Editor
    | AIM | Twitter


    Marc de VinckMarc de Vinck
    Contributing Writer
    | AIM | Twitter


    John ParkJohn Park
    Contributing Writer
    | Twitter


    Sean RaganSean Ragan
    Contributing Writer
    | Twitter


    Matt MetsMatt Mets
    Contributing Writer
    | AIM | Twitter


    Dale DoughertyDale Dougherty
    Editor & Publisher
    | Twitter


    Shawn ConnallyShawn Connally
    Managing Editor
    | Twitter


    Goli MohammadiGoli Mohammadi
    Associate Managing Editor

    Kip KayKip Kay
    Weekend Projects
    | AIM | Twitter


    Collin CunninghamCollin Cunningham
    Contributing Writer
    | AIM | Twitter

    Adam FlahertyAdam Flaherty
    Contributing Writer
    | AIM | Twitter


    John BaichtalJohn Baichtal
    Contributing Writer
    | AIM | Twitter



    More contributors: Mark Frauenfelder (Editor-in-Chief, MAKE magazine), Kipp Bradford (Technical Consultant/Writer), Chris Connors (Education), Diana Eng (Guest Author), Peter Horvath (Intern), Brian Jepson (O'Reilly Media), Robert Bruce Thompson (Science Room)

    Suggest a Site!

    Advertise here with FM.

    Why advertise on MAKE?
    Read what folks are saying about us!

    Click here to advertise on MAKE!



    Current Podcast

    itunesdl.gif Behind the Scenes at MAKE and CRAFT In January, many of the remote MAKE/CRAFT team members (myself included) convened at the Maker Media headquarters at O'Reilly Media in Sebastopol, California. Take a look behind the scenes of your favorite DIY publications as Goli Mohammadi gives us... More...

    Get the Make: Online sent via email
    Enter your email to receive Make: Online each day:



    Sign up for the Make: Newsletter

    Our Make: Newsletter covers news from maker Media, has original columns, Shed deals, and more! You can also read the archives of past issues.


     



    MAKE Fascination video series brought to you by Dow

    Make: Education
    MAKE: en EspaƱol MAKE: Japan
    Important please read


    Subscribe to MAKE Magazine!

    Recent Posts from the Craft: Blog