From the archives: Video games

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Suggested reading, immemorial edition

Thursday, 24 June 2010 — 3:30am | Animation, Assorted links, Computing, Film, Game music, Jazz, Journalism, Mathematics, Music, Pianism, Video games

I’ve been neglecting this space for over two months. Unfortunately for my capacity to keep up with the world in written words, they have been two very interesting months. Had I posted a bag of links on a weekly basis—and this is already the laziest of projects, the most modest of ambitions I have ever had for this journal—the entries for the latter half of April and the first half of May could have been expended entirely on the British general election (with an inset for Thailand’s redshirt revolt) and still failed to capture the play-by-play thrills on the ground.

Somewhere along the way, I penned a dissertation of sorts, but let’s not talk about that. Here is the crust of readings that has built up in the meantime. There are more, but the list below was becoming rather overgrown and at some point I had to stop.

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The greedy strategeme, pt. 1

Thursday, 15 April 2010 — 1:37pm | Board games, Science, Video games

Civilization veteran Soren Johnson, one of the foremost designers of strategy games and AI today and certainly one of the best writers on the subject, often remarks that the theme of a game is not to be confused with its meaning (slides here). Diplomacy may cast its players as the great powers of pre-1914 Europe, but it’s about simultaneity. StarCraft may put you in charge of Heinlein-esque space marines and alien civilizations, but it’s about asymmetry. If the theme and mechanics harmoniously cohere, then the mechanics can shed light on the theme in the way that art sheds light on the world. Pre-war Europe is an intriguing setting for Diplomacy because in all their backroom double-dealing, the empires didn’t take turns. Aliens are a good fit for StarCraft because you can map anything onto aliens, be it the collectivist swarm-by-numbers ethos of the Zerg or the judicious high-tech investment of the Protoss.

I am partial to this view, predominantly for reasons of aesthetics. If we are to conceive of game design as an art form, it does not suffice to decompose games into the artistry of constituent parts—the music, the models and sprites, the cinematic sequences, on rare occasion the writing. The aesthetics have to come from the specific properties that make something a game, whether it is played with a board and dice, a deck of cards, or a mouse and keyboard—and those properties come from the mechanics.

But that’s neither here nor there; I won’t elaborate today. Instead I want to turn to my favourite of Johnson’s examples: the evolution game. For your fill of Darwinian game mechanics, look not to Spore (which Johnson worked on), a game that is nominally about evolution from microbe to intergalactic juggernaut, but is actually about special creation. Back when I first played it, I wrote, perhaps a tad generously:

Let’s not bury our heads in the sand: by placing creature design into the player’s hands instead of leaving it up to random mutation, Spore inherently owes a lot to intelligent design. There’s still room for a real game about evolution in the Darwinian sense, where you set certain environmental constraints and preconditions, let a species run loose, and see if it survives in an ecosystem full of other models—kind of like how some engineers pit robots in mortal battle, but with adaptation.

Spore is a lot more creationistic than I gave it credit for; consider that the functional components of your custom-made species—the mouths, the horns, the flagella—are interchangeable parts from a specified, modular set, which is precisely what we would expect from a designing agent but not at all what we would expect from natural selection. But never mind all that. The evolution game exists, says Johnson, and it’s called World of Warcraft.

I would contend, however, that the Darwinian features Johnson ascribes to WoW are equally prevalent in most games with competitive and highly interactive player populations, provided there is sufficient strategic depth worth talking about. WoW is an evolution game because its core mechanic is community. Where there is a community of players and a developed metagame of optimal practices, strategic decisions are memes that compete for survival. Let’s call them strategemes.

Strategemes include everything from chess openings to Scrabble vocabulary: they are transmissible units of knowledge that players learn, study, and adopt—and crucially, copy. Copying them is not seen as unfair, but as an advantageous and often essential behaviour. They leave room for mutation, and we can perceive a frequency distribution of variations over a population of players and games.

But where does natural selection come into play? Let’s look at the exemplar we get from Johnson: the WoW talent tree.

Insert coin to continue… »

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Suggested reading, jet-lagged edition

Monday, 29 March 2010 — 9:45pm | Assorted links, Film, Jazz, Literature, Music, Science, Video games

I haven’t read the Internet in almost two weeks, thanks to my various globetrotting commitments. But never fear—these selections from early March are here.

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Suggested reading, recollected edition

Monday, 8 March 2010 — 12:01pm | Assorted links, Classical, Computing, Harry Potter, Hockey, Literature, Music, Pianism, Science, Video games

Fall away from the Internet for a week or two and the Internet falls on you. Here’s some of what I saw when I succumbed to its gelatinous reach:

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Suggested reading, bowled-over edition

Monday, 8 February 2010 — 11:23pm | Assorted links, Comics, Computing, Jazz, Literature, Music, Science, Video games

I don’t follow American football whatsoever and would probably be unable to name any former or current NFL player that hasn’t been involved in a highly publicized criminal investigation, but you don’t need to know football to enjoy the Super Bowl pieces in McSweeney’s. The two that stuck out for me, both from a few years back: “NFL Players Whose Names Sound Vaguely Dickensian, and the Characters They Would Be in an Actual Dickens Novel” and “Famous Authors Predict the Winner of Super Bowl XLII”.

This week’s bag of links:

  • In a rare sighting of the man behind Calvin and Hobbes, Cleveland newspaper The Plain Dealer interviews Bill Watterson fifteen years after the legendary comic strip ended its run.

  • Peter Hum ruminates on the “ugly beauty” of avant-garde jazz.

  • The big news coming out of Barack Obama’s 2011 budget was the abandonment of NASA’s plan for the resumption of manned spaceflight to the moon. SPACE.com has the analysis.

  • Jonathan McCalmont, caught between the debate over high/low culture and his vehement dislike of the popular video game Bayonetta (“a game so dumb that it makes a weekend spent masturbating and sniffing glue seem like an animated discussion of Wittgenstein’s Tractatus Logico-Philosophicus (1921)”), spun it all into a compelling essay on hypnotism and lowbrow art.

  • This Charles Petersen piece in The New York Review of Books is one of the better histories you will find of where Facebook came from and how it has transformed, and offers a thorough look at the content-pushing pressures facing the social-network model of a nominally private Internet.

  • Mark Sarvas identifies some common problems of debut novels from the perspective of a prize-committee veteran.

  • In The Guardian, Darrel Ince implores scientists who rely on internally developed software to publish their source code.

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Suggested reading, goddam phony edition

Monday, 1 February 2010 — 11:32pm | Assorted links, Classical, Jazz, Literature, Music, Video games

In a way, the media frenzy over the death of J.D. Salinger can be understood as a kind of cathartic relief—i.e. now that he’s croaked, we can finally talk about him without feeling like we’re intruding on something. It has, at least, made for some very good reading about one of literature’s most enigmatic figures. Rather than collect the obituaries myself—I haven’t had time to read them all—I’ll link to the links at Bookninja here and here.

Serious aficionados should take a look at this 1957 letter by Salinger explaining why he saw The Catcher in the Rye as unfilmable. Really dedicated junkies of all things Salinger may even go as far as perusing Joyce Maynard’s 1972 article, “An 18-Year-Old Looks Back On Life”, which led her to drop out of Yale and live with the author for a year. (I personally find it nigh on unreadable, but it’s evidence that the cliché anxiety about settling down with 2.2 kids has been around for nearly four decades at least.)

And now for something completely different:

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Additional libraries cannot be launched

Monday, 16 November 2009 — 8:07pm | Computing, Video games

Shortly before I sauntered across the Atlantic, I remarked to an old friend of mine that moving would be far more convenient with the aid of extradimensional portals. The concept I had in mind comes from role-playing games like Dungeons & Dragons (and its many derivatives in the digital age) where players bear containers of fantastical capacity to keep their inventory of material possessions close at hand, but I envisioned it as something like an improved Swiss bank, where you pass through security, deposit your goods in the vault, and pick them up at the same vault at a different branch anywhere else in the world. The vault would therefore be a material analogue to the “cloud” that you hear about in computing these days, a singular storage space with unlimited access points. Not even Gringotts thought of that.

There are a number of considerations that become quickly problematic, though, even if you dismiss the obvious practical obstacles and take for granted that we have the technology to build such a thing. In the legal sphere, what do you do about territorial sovereignty or customs law? And then there’s the basic hygienic objection—what about the risk of contamination and the transcontinental spread of airborne disease? Then again, chances are that by the time humanity is advanced enough that something like this becomes feasible, we will have undergone so radical a social transformation that the policy issues are moot.

In any case, the advent of cloud computing urges us to revisit that old sci-fi pipe dream of the Enterprise transporter: the conception of matter as data. Note that this isn’t the same thing as digitization. What I am speaking of is not the representation of matter as information, but the harnessing of matter in the same ways we harness information.

I thought of this today in the library whilst awaiting an order of rare books. Libraries are socially fascinating spaces: patrons share communal resources, but under a mutual agreement to behave in such a manner that everyone feels the library is his or her private space. People work and study in the library with the expectation that everyone else is silent and effectively invisible. Like car parks and highways in the age of the automobile, the major obstacle to the smooth operation of libraries (from the client’s point of view) is the conflicting presence of others, whether they are typing obnoxiously on clackety keyboards or requesting the same books.

In the world of massively multiplayer online games (MMOs) like World of Warcraft, the solution to the overexploitation of shared spaces comes in the form of instances—private copies of dungeons for individuals and small groups to slay beasts and loot sparkling purple treasures without any strangers in the way. The content in the shared world outside of instances often suffers from a tragedy of the commons, where you might be on a quest to kill ten boars only to find that somebody minutes ahead of you has already brought home the bacon. Instanced dungeons ensure that everyone gets a crack at the most rewarding content day to day, week to week.

Should we ever be able to harness matter-as-data—a holy grail of science fiction as unattainable, but arguably more consequential, than travelling faster than the speed of light—libraries would seem to be the perfect candidate for an instanced space. You wouldn’t disturb anybody, and nobody would disturb you; the library would work as designed. Granted, there might be issues with server load when entire libraries have to be copied and simulated for each individual who walks in the door. But the bigger problem is that in the absence of the social and institutional deterrence that others create, nothing stops you from disturbing the books.

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A Link to the Past »