Computing Counterfactuals

In an article on how cold war priorities in the development of computing affected the kinds of games that we now play on our post-cold war computers, [Peter Christiansen offers a series of “counterfactual” scenarios][pp]. E.g., what would computing now look like if, instead of being driven by the need to calculate ICBM missile trajectories, the Jacquard loom had continued to develop? Christiansen has a number of interesting sources:

> In his book _From Sun Tzu to Xbox_, Ed Halter (2006) makes a very convincing argument that many of the conventions in videogames that we take for granted can be traced back to constraints that were placed by many of the early developers of computing technology. As he notes, early computers like the ENIAC , with its stored memory and its binary language of ones and zeros, were created for purposes such as calculating ballistic tables.

Jacquard Loom

[pp]: http://www.playthepast.org/?p=4892

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