Exit from Eden: Virtual Retreat

What if you achieve the future you always wanted, and find it empty?

The advent of Generative AI, with the new* video models able to reproduce video at scale is bringing with it an unexpected reaction from the digital native generations (Millenials and Gen Z): retreat.

The erosion of trust that has come from the rampant use of GenAI in a post-truth era that was already struggling to reflect objective reality has resulted in a rejection of the online devices and smartphones that they have grown up with, taking up analog pursuits – some of which were cultivated during the early stages of the Covid-19 response – along with a desire for the Dial-Up Pastorale (from back in Episode 34).

It isn’t a full blown retreat from the virtual just yet, but the signs are there. Those most sensitive to the coming changes taking the first steps away from online life.

It is a rejection of the “Exodus to the Virtual” that was anticipated back in 2007 by Edward Castranova, and similar observations that were echoed during that era of massive growth in popularity of MMOs and virtual worlds.

Exodus to the Virtual (2007) was Castranova’s follow-up to his work on Synthetic Worlds (2005) which was an analysis of the MMORPG Everquest through an economic lens. In Exodus, Castranova positioned himself on the crest of the wave of the hype cycle for MMOs, hypothesizing that the economies of these places, built on fun, would be attractive enough to entice people to migrate to them and spend most of their time online within these environments.

There are many ways that this hypothesis was colossally wrong.

Eighteen years later, that projected exodus is all but gone. Even though consumer VR hardware is more available, accessible, and consumer friendly, the desire to take that path has withdrawn for more of the population, either no longer having the means to undertake the exodus or rejecting it wholesale.

Where can this rejection be seen? It’s there, on social media, in the subtext of the wry comments of those claiming “the internet was a mistake” with every new “advancement” in technology or viral trend that escapes containment. But it is also there, more explicitly, in the claims and calls to action of the Digital Natives, TikTok posts steadily gaining more views and likes, claiming that they’re done and walking away from the internet, a claim they assert will definitely happen if they can no longer discern truth from unreality thanks to the next iteration in generative AI.

There’s a paradox here, where those who have already noped out of the virtual won’t be posting about it too much on social media (obviously), but there is a brief window where they may leave traces – evangelizing about their choices the way only a vegan crossfitter can, or talking themselves up to final leaving it behind, and trying to convince others to join them.

This rejection of a future imaginary – even the few drops that are starting now, signs of the damn beginning to leak, sweating through before it buckles and breaks unleashing the torrent that bursts its way through – is rare, though not unknown, as we have collectively stepped back from other imagined futures before, with the waning of the nuclear age that dominated half the 20th century.

It’s also a pitch correction, or rather pitch rejection as the sale of the commodified self loses its luster and sheen, only begrudgingly uptaken by those who need it for work, or those too young to recognize the gilt for the thing covering of glitter that it is.

So the retreat is underway, those stepping away from the din and fray of the online battledomes quietly slipping out, and others starting to notice them in their absence. And much like in a battle where it only takes a few to break before a full on rout is underway, we may soon see this happen en masse. It may not take an oracle to predict it, but an Oracle may be involved all the same.

*: as of October 2025 – Google Sora 2

From ICEbreakers to RAD-aways

A couple years ago we started releasing some short episodes of the podcast along with the main line episodes. We called these ICEbreakers, after the cyberpunk software hackers used against IC (Intrusion Countermeasures) in cyberspace, and as a conversation starter within public speaking. It was a good fit. Of the 5 ICEbreakers recorded, we released 4, and were looking to do more, though that didn’t come to pass. However, due to recent events, we felt a name change was necessary.

Enter the RAD-away.

RAD in this case stands for Rapid Access Dataport, which seems suitably cyberpunk.

I guess I could call these short episodes “takes”, but in this case we’ll call them “aways”. A quick factoid, a bit to deal with a current event, or address some common bit of misinformation.

Of course, there is a bit of a tie-in with RADaway to the larger geek universe via Fallout series. Not wholly intentional, but a nice bonus, all the same time.

We’re not going to go back and rename the released episodes. But we’ll continue the numbering with the new ones as they come up.

In the meantime, we’ll resume with new episodes shortly. Look for them in select podcast apps shortly.

Gaming Machines: Gaming as Allographic Art

(This post concludes the set of examples we began with the Cybernetic Machines and Science Machines over the last few weeks.)

We might call a gaming machine as something where a “game” is a set of instructions written by a “developer (or designer)”* fed into an assemblage (or cybernetic bio-technical machine) called a “studio” that outputs a “program”.

Hmm, that doesn’t quite work.

We need to spend a little more time with our construction here, to figure out what the roots are.

The generic version breaks down to: a Machine is a given Input (written) by a (Creator) fed into an assemblage called a (Mechanism) that produces an (Output).

If we were to extract those terms from the examples in our previous posts, we’d get this:

Machine, Input, Creator, Mechanism, Output
Science, Method, Scientist, Laboratory, Experiment
Game, Game, Developer, Studio, Program
Film, Script, Director, Production Company, Movie
Music, Composition, Composer, Orchestra, Symphony
Building, Blueprint, Architect, Construction Company, Building
AI, Context Model, Prompt Engineer, AI, Virtual World
AI2, Prompt, Prompt Engineer, AI, Experience

So now a gaming machine looks like this:

A “game” is a set of instructions written by a “developer (or designer)” fed into an assemblage (or cybernetic bio-technical machine) called a “studio” that outputs a “program”.

And we can talk about…

Gaming as an Allographic Art

Back when we started with Cybernetic Machines, we brought up the concept of an “allographic art”, from Nelson Goodman (1962). An allographic art is an art that is crafted by others based on a set of instructions. The artist in this case is the creator of the work that is replicated, like a composer or architect.

So by this definition, a game – either tabletop or electronic – would fit as an allographic art form.

Granted TTRPG rules rarely rise to the level of “art”, often seeming content to aim for “technical manual”, but things are improving. A lot of smaller indie games, have been focusing on the presentation and the while package – games like Root, Mork Borg, and others – to say nothing of the beautiful games released within the boardgaming space (Canvas, Sagrada, Azul, Hues and Cues, and a host of others).

But there are competing visions of “art” here, as art in game design may occur irrespective of the aesthetic appeal of the components, and a dry technical manual with pretty pictures may still not make for an engaging or artful design. However, there is no reason why a black and white typed zine might not contain artfully designed gaming systems either.

And while we previously also discussed how a scripted performance like a symphony or ballet would count as an allographic art, gaming as performance – again, either tabletop (e.g. Critical Role, Dimension 20) or electronic (e.g. Twitch, YouTube, etc.) is a different form of art.

To be clear: both design and performance can be art. Both count.

In the same way that Mozart of Composer and the London Symphony Orchestra as Performer are artists, in different ways, of the same work. And while this is commonly accepted in those art forms, in others it rarely occurs.

Take film for example: one of the very instances of this in film is Gus Van Sant’s 1998 shot-for-shot remake of Alfred Hitchcock’s Psycho (1960). Here we have the same script, and much of the same direction, attempting to remake a film in much the same way that we would see with other allographic art forms. Psycho (1998) is a performance of Psycho (1960). Or rather, both Psycho (1960) and Psycho (1998) are performances (or interpretations) of the original script. I.e., allographic art.

But it is so rarely done in that medium. What would it look like if it happened more often?

This discussion of film brings us back to gaming, hopefully. Here we can have artistry in the play, of the code or rules created by others for the gamers to showcase their interpretation to the world, and we can have artistry in the design, in the instructions as they are created, with the elegance or aesthetic appeal of the rules and their presentation showcasing that form of art.

Which leads us to the implied question: is gaming art? Of course!

Though there have been many arguments that video games aren’t art (with some stating that they are incapable of becoming so), these arguments have been always been false. Gaming is art.

And gaming machines can make it.

Science Machines

A “method” is a set of instructions fed into a cybernetic bio-technical machine called a “laboratory” that outputs an “experiment”.

Or something to that effect.

And then the artistry is in how that experiment comes together, much like the orchestra playing a symphony.
And this artistry occurs in the context of science as well. Or in the social construction of science.

The cybernetic machines madlib above show one way this can be constructed; of course there’s more, or other variations on a theme. It follows from the field of Science Studies – that understanding that science is a social undertaking – and so would likely be familiar to anyone aware of that field.

But I wanted to bring it up as it helps illustrate what we mean by “cybernetic bio-technical machine”. Bruno Latour would call this an “assemblage”. So swapping that in to our madlibs would look like: A “method” is a set of instructions fed into an assemblage called a “laboratory” that outputs an “experiment”. Which is much shorter and to the point, but ends up obscuring the details I wanted to focus on. Which in this case is nature of that machine.

By cybernetic and bio-technical, I mean that the machine is a combination of humans working with technology, in highly specialized ways, and those humans working with each other, as each of the examples we’ve used so far are most often done by people in groups.

An orchestra consists of musicians (the bio) each deeply focused on their instruments (the tech) working together to produce a symphony. So too with a film crew, their cameras, lenses, lights, microphones, and all the myriad tools that go into editing and finishing a film. Architecture and science are the same way.

But perhaps we need to add another term into our madlib. Where does the scientist fit into the above equation? Or the composer? Or any of the other creators, in relation to their specific assemblages? (I realized I’m playing fast and loose with my metaphors here; I trust you can follow along).

For a science machine: A “method” is a set of instructions written by a scientist fed into an assemblage called a “laboratory” that outputs an “experiment”.

(We added other creators to the footnote of the original post).

Each of these assemblages comes together under the auspice of a creator who crafts the set of instructions. This is where human agency lies – these things don’t instantiate on their own.

And to follow it back to the previous post, this pattern holds true with AI art as well. An allographic art form that follows the familiar pattern that we’ve seen above. At the time of this writing, there is no sentient AI on planet earth.

There is no autonomous art.

All art, even AI art, is human created, even if there are layers of machines behind the surface.

Cybernetic Machines: AI Art and Cultural Form

A “script” is a set of instructions fed into a cybernetic bio-technical machine called a “production company” that outputs a “movie”

A “composition” is a set of instructions fed into a cybernetic bio-technical machine called an “orchestra” that outputs a “symphony”.

A “blueprint” is a set of instructions fed into a cybernetic bio-technical machine called a “construction company” that outputs a “building”.

A “context model” is a set of instructions fed into a cybernetic bio-technical machine called an “AI” that outputs a “virtual world”.

Perhaps


Or perhaps all of the above.

These are all examples of “allographic arts” as introduced by Nelson Goodman back in 1962, versions of art that is crafted by others based on a set of instructions provided by the artist. this could be the director, the composer, the architect, as Goodman postulated, or a set of instructions followed by the Generative AI at the direction of the “Prompt Engineer”.

Of course “Prompt Engineer” is at once both too banal and too unrepresentative of what is going on in the artistic process here. The slightly more upscaled “Context Engineer” (for when one prompt isn’t enough) is similarly unsuitable here. Engineering has little to do with it at all, though much like our architect example above, engineering isn’t precluded from being a part of the process.

Perhaps it’s because the Generative AI tools are too new in their development to have a singular title, like composer or architect, or Madonna or Cher, and so we’re left with the dual names to describe them, by defining them as a variation on the thing that they are somewhat akin to. Think “software architect” or “3D modeler”. Too new not quite encapsulated in the name, the way “TV Producer” has collapsed into “showrunner” in the 21st century.

Maybe it’s in the name.


Or maybe it’s in what we make with it. The art form hasn’t coalesced yet. Again too new; too recently pulled from the primordial technocultural stew. In the early days of the form, we are left reproducing the elements of older media, the same way early television and film were often stage plays and vaudeville acts. We’re caught somewhere between Pong and Space Invaders in terms of development, with Elden Ring and GTA VI undreamed of in the distant horizon.

With that in mind, what will AI art actually look like? Once it comes into its own as cultural form? I hinter at it with Virtual Worlds above. These can be produced using traditional methods, of course, but maybe that’s but one way a fed set of prompts, of contexts, of world models can be realized. AI Art will almost assuredly look something barely glimpsed or imagined.

But I want to play in the holodeck for a moment.


Because I think that gets close to what we’re imagining here. The holodeck, famously introduced in the first episode of Star Trek: The Next Generation “Encounter At Farpoint” (airdate 1987-09-28) and subsequently retconned and chronologically re-situated as typical with enduring narratives, would allow for the cast and crew to input a set of commands into the computer and allow it to generate the setting, players, dialogue and the like, along a relatively broad range of possibilities. The computer onboard was massively powerful, and generated these holographic simulations with relative ease, but the show(s) always made that distinction between the computer of the ship, and the AI embodied in more ambulatory agents like Lieutenant Commander Data. It stands to reason that the computer of a faster-than-light starship some 250 years in the future would be more that capable at the task at hand.

So perhaps this is what we’re moving towards, where the cultural form of AI art is more akin to an “experience” crafted by an “Imagineer”, though perhaps not in a way akin to a theme park ride held under copyright by the Disney Corporation.

We’re getting closer.


Perhaps we don’t have the words yet because we don’t know what that cultural form will be. It’s had to tell from our Pong-centered viewpoint here.

So let’s try to re-work our formula from above:

A “prompt” is a set of instructions fed into a cybernetic bio-technical machine called an “AI” that outputs an “experience”.

Not bad, though perhaps a little generic. But what it gains in that genericity is that it is divorced from the digital. No “cyber” or “virtual” prefixes are to be found. And that allows for growth, for change, for possibility – for the cultural form of AI art to transcend the digital / material barrier, to allow for an full environment to be developed like within the holodeck, or for humans to interact with material AI agents, like the hosts within Westworld. We’re still bouncing around that “theme park” model, but there is art within that creation, of the building and shaping of a full sensory experience.

And the play is the thing, a phrase that was uttered in the holodeck on more than one occasion, I’m sure. So let’s leave it there, our recognition of the incipient cultural form of AI art, and go out into the world to hunt for new words, new worlds, and discover what the future might be.