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Stickybeaking 20 September 2006 by Mike Rozak Discuss on www.mXac.net/forums
This article contains some thought experiments involving games, puzzles, toys, stories, socialisation, Choose-your-own adventures, and stickybeaking; You never thought they were related, did you?
Games World of Warcraft and Everquest II are clearly games. In both of them, there exists a landscape populated by monsters, non-player characters, and other players. The core activity for players is the combat sub-game; its needs drive the AI and social interaction designs. Let me put forth a non-binding definition of a game: A game includes a reality bound by a set of rules. Players make choices and the rules determine the outcome, ultimately resulting in the player winning or losing. In a game, the degree to how well a player's choices worked result scalar positive or negative feedback. Players use this feedback to improve their understanding of the system as well as hone their abilities (such as manual dexterity). With players' new feedback and skills at hand, players make another choice. Repeat ad infinitum until players understand the rules and get bored. (See Raph Koster's "A Theory of Fun" for more info.) In WoW and EQII, players try to kill monsters. The game returns positive/negative feedback in the form of hit points and other metrics. Players gradually perfect their combat techniques. To keep the game interesting, variations are added into the game over time, such as new monsters or new PC abilities. In artificial intelligence terms, the described gameplay sounds an awful lot like neural networks. Neural networks work by making a choice, seeing how right/wrong the choice was, and adjusting their model of reality based upon the amount of positive/negative feedback. Over many thousands of iterations, a neural network learns to accurately predict the input data.
A world without games? What would happen if gameplay were removed from WoW and EQII? What would players do?
Both WoW and EQII are missing some activities present in other virtual worlds, such as puzzles and toys:
Puzzles Neither WoW nor EQII have any puzzles to solve. In many ways, puzzles are the opposite to games. In a puzzle, players make one choice. The feedback is binary, either "You got it wrong, try again!" or "You got it right!". Failure just returns players back to square one, while success sends players on to their next puzzle. The same puzzle is never reused because it's trivial to solve the second time around. Consequently, the neural-network approach of learning from the positive/negative feedback doesn't work. The binary feedback from puzzles, while accurate, is only TRUE or FALSE, and isn't good enough for such learning. To solve a puzzle, players must understand what the puzzle is about, and then the solution is easy. Neural networks cannot solve puzzles at all well. At the moment, the only way that computers can solve puzzles is to brute-force them and try all possible combinations. As I've said before, puzzles utilise deductive reasoning. CRPG/MMORPG gameplay is inductive. Puzzles don't make terribly great social games since any players that know the solution have to bite their tongue while the other players in the group struggle to find the solution. In WoW's game-based combat, killing the same orc a second time isn't much easier than it was to kill it the first time.
Toys (aka: play) A toy is a reality bound by a set of rules, some of which are fixed, and some of which are liberally added or removed by the player. The player makes decisions and sees what happens, getting vector feedback that isn't just success or failure. Based on the feedback and their own whims, players can make new choices, or they can change the rules of the toy. Repeat ad infinitum until the player runs out of choices and/or new rules to invent and gets bored. For example: A frisbee is a toy. It is bound by the rules of physics, albeit interesting ones that allow it to fly in ways that it shouldn't. To the laws of physics, players often add their own rules of throwing it up in the air and catching it, or throwing it from person to person, or only being able to catch it in one hand. (Some of these rules temporarily convert the frisbee from a toy to game.) During play, players are continually making choices (throwing the frisbee to different people and in different ways) and changing the rules ("Left handed catches only!"). Toys are about creativity and experimentation. Games are about winning.
A matrix? I feel a three-dimensional matrix coming on: Goal oriented
Experimental
I'm not entirely happy with the matrix, particularly the part about goal-oriented creation always being "work". Also, the matrix implies a hard separation between inductive and deductive reasoning, learning and creation, and goal oriented vs. experimental; Many activities cross over. Chess, for example, is a combination of looking at the board and instantly understanding what's going on (inductive), as well as trying to understand your opponent's strategy and predict their future moves (deductive). I can even go a step further with the matrix: "Stickybeaking" is about learning fun/interesting information either by seeing/experiencing something directly (such as the neighbour's new car) or being told about it (a salacious rumour). Stickybeaking is neither inductive nor deductive since it's about acquiring knowledge rather than understanding it. As a side note: The urge to stickybeak is enhanced by in-game "stories." The whole point of a story is to make a narrative as fun and interesting as possible in order to keep readers/viewers interested in the activities of fictional characters. Stories accomplish this by using several techniques, such as suspense, likeable characters, and conflict. The same techniques can encourage stickybeaking. If you really squint, "socialisation" is, in small part, the inverse of stickybeaking. It includes the creation of rumors (for stickybeaks) as well as many of the elements (likeable people and conflict) that stories try to mimic... but this is a stretch.
Goal oriented
Experimental
Since I'm not entirely happy with the matrix, I don't use the matrix in the rest of this document. I decided to bring it up, though, because it's an interesting concept to consider.
Beyond DikuMUDs (WoW and EQII)... As I stated above, WoW and EQII are about:
At the moment, 15+ million people play game-like MMORPGs.
What other types of worlds are possible?
Second Life Second Life is:
Second Life is the dominant social/creation MMORPG. While nearly a million people have tried Second Life, only around 100K are active players.
Uru Live Uru Live is:
Of course, Uru Live was cancelled before it was released. It's currently being revived again, but my suspicion is that it'll have fewer players than Second Life, perhaps 10K players. The reason is that puzzles don't encourage socialisation as much as games or toys. Hypothesis: Games don't mix well with puzzles because games attract "achievers", players that like to "win" and be "ranked" above other players. Puzzles can be easily "solved" by downloading a game walkthrough over the Internet. Therefore, puzzles are wasted effort in the eyes of achievers, the primary audience for multiplayer games... This doesn't mean that puzzles and games can't be combined, just that they can't be combined with achievers.
World-like MMORPGs World-like MMORPGs (Ultima Online, the old Star Wars Galaxies, and Runescape(?) ) are:
If Runescape is included as a world-like world, then there are around one million world-like players. Without Runescape, the number is closer to 400K. Hypothesis: While world-like worlds are more popular than Second Life, they are less popular than game-like worlds. Could this be because (a) games are more popular than toys, and/or (b) trying to fill a world with too many different types of activities results in lower quality activities due to design conflicts? For example: Ultima Online cannot allow players as much building freedom as Second Life because that much freedom would break Ultima Online's gameplay. Hypothesis: World-like worlds traditionally simulate a world and encourage players to "live" there, spending 20+ hours a week in the game. Could world-like worlds actually just be a sub-set of "toy + game" based worlds, some of which don't require such a large time commitment?
Chat room A chat room is a world that handles only:
While chat rooms are popular (way more than 15 million users), they're "a dime a dozen". There's no particular reason for a player to use one chat room above another, other than the other people in the chat room. Consequently, some chat rooms include built-in games, toys, puzzles, and stickybeaking to attract users... which turns them back to a DikuMUD, Second Life, or Uru Live.
Stickybeak world Imagine a world where all players do is:
Notice that there aren't any games, puzzles, or toys. Would this work? I'm not sure; there aren't any worlds that follow this model. Stickybeaking synergizes with socialisation, but not as well as games or toys. Furthermore, producing content for stickybeaking is fairly expensive since it is quickly consumed; that's why Second Life has players build their own stickybeak content as part of the building "toy".
Choose your own adventure... A stickybeak world? When I was a teenager playing the Tunnels & Trolls solitaire adventure, City of Terrors, I thought about turning it into a computer game. City of Terrors was basically a Fighting Fantasy book, or Choose-your-own-adventure book with combat thrown in. From time to time, I still consider a computerised CYOA game, but I don't think it'll work. There are a few reasons:
Having said all that, CYOA pages still have merit. They are, for example, the standard mechanism for NPC conversations. They may not be enough to base a stickybeak game off of though.
A parting thought... This has almost nothing to do with puzzles, games, toys, socialisation, and stickybeaking, but I thought I'd bring it up anyway.
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Copyright 2006 by Mike Rozak. All rights
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Mike@mXac.com.au
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