BREAKING NEWS

Across a land hardened of past, Before the hazy cloud of future, We state to you, the artists, creators, consumers, deciders, technologists, and sentient ones, our words of stupidity, our ideas of fun, and our intentions of club.
The world is an ever expanding sphere of knowledge with paths going in every direction like lightning splitting infinitely into the black universe. As animals we choose our path, consciously or not, causing reactions that effect ourselves, other beings, the economy, the environment and ultimately the universe. Every choice that is made has mammoth consequences, given time, and as humans one can only assume responsibility for certain somatic outcomes. Checking email, going to work, eating dinner, spending time with family, and participating in hobbies are basic goals that many humans share. These goals, though they may seem minute in relation to the universe, are humanly possible, for humans can only be humans and nothing more while operating unassisted.
Technology (computers, robots, and science) has advanced quite rapidly in the past 50 years and will continue to grow exponentially. It is difficult for most to keep up; this will only get harder as time passes. Therefore, as a company, and more importantly as a club, the Stupid Fun Club (SFC) strives to work for the human and for the robot in creating complete symbiotic unity between the two. It is paramount that the SFC and it’s members (cadets) complete this goal as it is necessary for the survival of the Earth-centric universe; including human, animal, plant, rock, soil, water, gas and atmosphere. We therefore attest the following:
FIRST: Robots are our friends.
SECOND: Cadets and robots make an alert decision to work in unity.
THIRD: Cadets attain the following characteristics; stupidity, funness, and club solidarity.
FOURTH: Stay above and beyond the evolution of technology.
FIFTH: All forms of technology, no matter how old, are treated with respect.
SIXTH: Use technology consciously to spare the environment any unnecessary stress.
SEVENTH: Form an anonymous army; perpetuating SFC ideals, not promoting them.
EIGHTH: Provides products not opinions, and shall be kept from public controversy.

To the unity of man and machine.

  • Stupid Fun Club

About Will Wright

Will Wright, widely acknowledged for creating the simulation video game genre, unveiled the highly anticipated SporeTM in September 2008. Spore is a “universe in a box” that allows players to create a species and guide it to sentience, help it build a society, develop its culture, and explore an infinite cosmos of worlds cretaed by other players. Fans eagerly embraced the creation tools in Spore and have created over 100 Million pieces of user-created content, as of Summer 2009.

Spore hase been distinguished with such honors as Popular Science’s “Best of What’s New Award,” Popular Mechanics’s “Breakthough Award,” PC Magazine’s “Technical Excellence Award,” Time Magazine’s “50 Best Inventions of 2008,” and the Jim Henson Technology Honor.

A true gaming industry legend as a result of his pioneering contributions to video games, Wright has been the recipient of several prestigious awards and honors. Rolling Stone named Will Wright “One of the 100 People who are Changing America,” in March 2009, placing him among artists, leaders, scientists, and policymakers who are “fighing every day to show us what is possible.” IN 2008, Will received the first-ever Gamer God Award at the Spike Video Game Awards as a testament to his revolutionary work. In 2007, the British Academy of Film and Television Arts recognized an individual in the Video Game Industry for the first time when it named Wright a fellow. He also received the Producers Guild of America Vanguard Award that same year.

Wright first rose to prominence when he developed SimCityTM, the acclamed, nonviolent, open-ended sim game. Wright then followed up the success of SimCity with a string of popular simulation games throughout the 1990s. Titles such as SimEarth: The Living Planet (1990), SimAnt: The Electronic Ant Colony (1991), SimCity 2000 (1993), SimCopter (1996), and SimCity 3000 (1999) introduced simulation games to hundreds of thousands of new fans, demnonstrating the genre’s true potential.

Wright’s next groundbreaking game came in the form of The Sims (2000), which has gone on to become the best selling PC game franchise of all time, being available in 22 languages in 60 countries. Wright, who studied architecture in college, originally conceived of the game as an architectural design simulator. To “score” the quality of the design, he added tiny people who would inhabit the buildings. These simulated people quickly stole the spotlight, and Will realized that watching the lives of the Sims unfold was the real entertainment. The Sims franchise has now sold over 100 Million units around the world.