Generalization of Tetris: A strategic game with a variety of morphing shapes flowing through topological holes (like digestive tract) with increasing variety and speed, and complementaries (like matching Tetris bricks) that interact to break down into smaller ones, and a global goal to sustain their flow from clogging the system.
We can safely say that no known human has lived past 200 years old. The death rates closely follow the Gompertz–Makeham law of probability, which describes well a processes of interaction of criminals that are able to build fortresses after not being captured in time, and a slowly decaying number of patrolling policemen to contain them. Interestingly, this is very similar to build up of hard-to-eliminate structures within game of Tetris, as the relative (to our reaction) speed of falling bricks slowly increases.
In real life, the analogy to game of Tetris can be extended. We know that AI can play games well, so, here's an idea for a more general analogy to create an opportunity for search of generic strategies, which could then be reapplied back to longevity practice. For examples of strategies from the game of Tetris, -- (e.g., less food, slower and less complex bricks are good simpler/slower food ="slower tetris"); complementary bricks eliminating multiple lines are good (e.g., liquids wash away, and certain substances like lecithin helps to do that for lipids too). (Eat less, drink more, use molecular solvents.)
So, instead of Tetris, imagine a game that allows a player to grow a network of tubes, which starts from a single inflow point ("mouth") and grows filled with a liquid that carries morphing shapes through the system. The goal of a player is to grow network and optimize flow of shapes through it by tinkering with parameters and preventing shapes from clogging as the variety of shapes and the speed of flow increases. The player could make decisions as to where the new shapes should/could go, and what factors to encounter. As a strategic game, the player should be able to use some of those materials to grow various "organs" in the network, producing other shapes (think -- "enzymes") that, if, if complementary, then eliminate the blockages by bursting into smaller pieces.
The game score would be computed as the cumulative effect of network size that the player was able to grow, and the number of eliminated complementary shapes.
Credits: Inyuki of HalfBakery.
// I wonder, if there are some ways to explore this idea together. My MUTANTU comics could link with your game! (Cross-disciplinary partnerships reveal the unexpected links!) //
While not my major project, not a project yet at all, but it's something that makes a lot of sense to me.
// Intestines, Heart, Brain //
Body has so many sub-systems, that it would make sense involving medical experts, and consider using biodigital.com API (yes, the human body navigator has got an "API"). Using its data, creating a 3D game would be much easier, just come up with plots and create. I've contacted people making the BioDigital, they are obviously interested in the uses of their data.
// going through a human body as a game world would be highly educational, that could result in kids gaining confidence in actually doing something about human bodies //
Love this! It's more than that. Gaining empathy towards the Earth starts with empathy towards one's Body.
I wonder, if there are some ways to explore this idea together. My MUTANTU comics could link with your game! (Cross-disciplinary partnerships reveal the unexpected links!)
I like the idea of a human body as a Maze. And each body part like a country with different heroes (organs and bacterias). It'd be cool to travel inside and outside the body (different parts of the skin).
I was thinking, first, to travel the main body parts like Intestines, Heart, Brain.
This train of thought says that the game of "Super Mario" is no different from the game of "Tetris", and no different from human body, and no different from a ball going through a doughnut -- all of them are about shapes going through a hole with obstacles or limitations:
Sure, some holes have loop-backs and all kind of complexities within, making the games more fun, worth playing...