Nov 032014
 

Slide1Today I delivered a lecture at GDCNext that was my tips for “practical creativity.” Basically, it’s a collection of techniques, habits, and ways of thinking drawn not only from lots of reading and research into creativity in general, but also my experience in visual, writerly, musical, and ludic arts. It touches on breaking down craft elements in games, on choosing ambitious and unusual themes, on simple lifestyle habits, on the power of “scenius” and collaborators, and much more.

I wanted this to be deeply practical. I myself have been using these methods a lot in the last year — maybe slacking a lot on the “get regular exercise” one. And it’s been very fruitful for me, almost too fruitful, pushing my prototype hit rate over 90%.

I really wanted to emphasize the fact that in all this, the craft is inseparable from the art, too. Creativity in craft drives creativity in art, and vice versa. Continue reading »

Aug 122014
 

The tl;dr version is “go here for the talk.”

This past week I was in London, attending Wikimania 2014. Many thanks to Ed Saperia and the organizers for inviting me to speak, it was a highly illuminating experience.

I gave a talk about seeing the Wikipedia experience itself as a series of games: the game of being a reader, the game of editing (or attempting to edit) the content within, and the game of active participation in the community, in terms of working with its policies, its infrastructure, and so on.

Along the way, my intent was to basically toss a few hand grenades in the general vicinity of the foundations of Wikipedia, and in fact of the larger Wikimedia project. This is one of the most idealistic projects in all of human history, and a group of highly intelligent and altruistic people who are fortunately very open to self-examination. So I felt that maybe questioning some of the fundamental assumptions about how they saw themselves and their project was something healthy, and maybe something that would be extra-helpful if done by an outsider.

To make it extra fun, I tried to make the slides look like they were from an old print book.

You can find the slides as a slideshow or as a PDF, and even video of the talk, all here on this new page I have created. I also participated in a panel with a bunch of wonderful folks, on the broader topic of virtual communities. That video is also posted there.

I left the conference thinking a lot about complex systems thanks to lengthy chats with Yaneer Bar-Yam, and toying with the idea of reframing my various definitions of play and games as just “dealing with complexity.” About which more later, I am sure, as it continues to percolate.

When is a Clone

 Posted by (Visited 15078 times)  Game talk  Tagged with: ,
Jul 232014
 

Just some relatively incoherent notes here, originally written in an email… this post may serve as useful background as it expresses many of the same thoughts in a more coherent form. This was written in part in response to all the discussion around cloning going on in the game industry these days. As it happens, today I read this Gamasutra blog post:

Everything that can be invented has been invented.

Svyatoslav Torick

Which prompted me to post this here.

“Game” here used in a strict formal sense, to save me from typing “ludic artifact” over and over again.

taflMost games can be described as rules (e.g., processes that are largely based on conditionals, limits, and actions) and sets of numeric values (number of an asset type, values for things, etc). You also have a variety of metaphors and presentation elements that are used to convey these: visuals, sounds, etc.

In general, if we see a game that has all the same rules and all the same scalars, but uses different presentation, we can consider that “a reskin.” It is exactly the same as a Lord of the Rings chess set or the like.

Continue reading »

Mar 242014
 

The debates about “what is a game” happened between multiple overlapping circles that have very little to do with one another… “Games” is never going to fall into one bucket or critical lens… We enrich ourselves and our mutual understanding not by claiming pre-eminence of one circle, but by learning to move between them.

On the Sunday before GDC, I attended and spoke at Critical Proximity, a games criticism conference. It was quite excellent. I am left with many thoughts, which will have to go into a separate post on the subject. In the meantime, there are write-ups available in several places:

As regular readers know, I have been involved in a lot of discussions about “formalism” in games over the last few years. This talk was an attempt to reset the conversation with insights into “formalism in the real world” as Brendan Keogh put it on Twitter, a look into the ways in which looking at the formal structure of games is able to help out and illuminate all sorts of games criticism. Including “softer” or more humanistic approaches, such as historiography, study of play, and cultural studies approaches.To that end, I deployed a set of analogies from other media: fine art, and poetry, and music, to help draw connections between the ways formal approaches and even notation are used in these other fields, and how we might use them in ours.

My talk is below the fold (hover over the slides for the notes text), and for the full transcript plus a link to the video, go here.

There were many other talks I highly recommend… the entire Twitch stream is available (see that same link) and lasts 8 hours!

Continue reading »

Balancing novices and experts

 Posted by (Visited 10822 times)  Game talk  Tagged with: ,
Feb 062014
 

ninjasquirrelOnce again, another question that came in via Quora. The issue at hand is, what do you do to balance experts and novices in a game? Especially if there are persistent elements like leaderboards in the design, which tend to cement experts towards the top?

This is a big issue as games become more persistent and emphasize multiplayer aspects more heavily. Single-player games now swim in a soup of constantly connected profiles with all sorts of achievement and expertise data, effectively rendering them all multiplayer via the addition of a metagame. And we should not forget: the average player is below average; or to be more precise, the median player will have a win-loss record that is lower than the mean or average win-loss record, because the high-skill players win a disproportionate percentage of the match-ups. This results in the mode for the win-loss record curve being “loss.” (For more on how Pareto curves manifest in this sort of persistent environment, I refer you to my 2003 talk on “Small Worlds” [PDF]).

This sort of accumulated record of expertise can serve as a huge disincentive to participate. Novices will look at high ratings and consider the game hopeless. Nobody likes feeling inadequate. And of course, once in an actual game session in any sort of competitive scenario, it is rare for the match to actually be between perfectly matched opponents. It doesn’t even take a significant skill gap for an accumulated win-loss record between a novice and a ninja squirrel to begin to look pretty dismal. And of course, in skill-based systems that lack infrastructure, people can try to hide their ratings — that’s the basis behind being a pool shark.

There is no way known to solve this issue. In fact, balancing arbitrary teams, for example, is an NP-Hard problem. Fortunately, there’s a pretty standard grab-bag of tricks to ameliorate the issue: Continue reading »