Showing posts with label spirituality. Show all posts
Showing posts with label spirituality. Show all posts

Monday, January 9, 2012

Goals, Games, and Stories

Writing a blog post on Microsoft Word makes me feel like I’m writing a paper of some sort, so all of this formal language keeps coming into my head. Even writing this sentence in MSWord is a bit weird, but if I don’t remind myself that this is for the blog, I’ll continue to write as if I had some thesis to prove (laugh track.)

But anyway, I was going to talk about The Sims. I was having a conversation with a friend the other day and I think that he hit the nail on the head when he complained that it was Taylorist. I’m not the expert on Taylorism, but it’s generally a philosophy that dominated workplaces a few decades ago by emphasizing repeated motions and compartmentalized processes that maximize efficiency at a given task. Think McDonalds—its “killer feature” being that it made food much more efficiently by using an assembly-line process in which every person does a single task. Yum!

Now, in particular, it went across that same line of reasoning a lot of us may have about the game—we obsess over making our characters eat breakfast and go to work, forgetting that we’re asking them to do the most mundane things that we’re generally avoiding by playing video games. Of course the catch is that we generally don’t operate the same way in real life—eating breakfast, going to work and engaging in seemingly rote self-improvement are generally situated in something other than a single-minded numbers game. I admit, however, I’ve fallen into that trap, and I think many others have; where the idea of self-improvement escapes any sort of idea of life and mindfulness and we suddenly hope to sit down for a few hours and mindlessly repeat some rote task while increasing some theoretical gauge or meter. And, yes, it’s a horrible way to think about life.

And this is where I think The Sims truly fell short of being a great game despite its being one of the most popular of all time. By the way, I’m only talking about the first one, I haven’t played the sequels. But I digress; a truly great game constantly demands that we make decisions of strategic depth—this means that the challenges are always somewhat novel and that there are few (if any) stretches of performing the same task repeatedly. Nor is it even that such repetition makes a game potentially boring, but rather the horrible serotonin trap that can come out of it. There are those times where I can keep getting a little kick of happiness from repeating some action and getting some minimal amount of feedback. When I give one of my Sims a promotion at work or an extra skill-point, there is a slight jolt of satisfaction that reinforces the sense of reward that will come when I pass the next tiny milestone.

What’s important to me about this dichotomy between the rote and the novel isn’t so much what it says for creating a game with great gameplay, but what it means for creating a game that offers a true narrative experience. As I’ve said before (though maybe not on this particular blog), what separates games from other mass media (if you consider games a mass medium—hard to say when such a popular thing is only taken seriously by a narrow demographic) is that it doesn’t offer any sort of real storytelling. Yes, there are backstories, cutscenes, characters, allusions and motifs within games, but most of these things are cosmetic and not at the core of the experience; even the occasional deeper theme that pervades gameplay only scratches the surface of what a real story will deeply penetrate.

As I write this I am in the passenger seat of a car, riding down a stretch of highway connecting Boston to New York, anticipating the sights of big buildings upon my eventual entry into the FDR drive. I’m listening to “Kids” by Kelli Ali—a song with lyrics that semantically mean little more than noise to my rational mind—but the ambience and percussion behind the vocalist’s low and breath-like voice brings about a feeling of mystery. It is the opposite of what Taylorism, rationalism, utilitarianism, classical economics, score cards and every other measurement that’s been mistaken for reality stands for. The soundtrack to a movie that doesn’t exist—but one that I wouldn’t want to exist anyway; a movie that maybe one day I can borrow a few scenes from but leave the rest in the unprocessed ether of the unstructured and the uninterpreted.

This is, of course, the instinct that art and storytelling invoke in us. Nobody gives a shit how many midichlorians Luke Skywalker gains between A New Hope and Return of the Jedi and when I watch Mad Men, I’m hardly thinking about Peggy Olsen’s iron march of progress (though it goes without saying that I’m rooting for her—she’s one of the only decent people at the agency.) But they do have something in common with even the most stereotypical video games, they have goals; that is, goals of a certain nature. We see change over time, infer motives in characters and follow a journey. It’s just that this journey is of an entirely different nature than that which is stamped, filed, indexed, briefed, de-briefed and numbered; it’s one in which the path matters more than the destination—what more mathematical types would call “path dependent.” At its core, it refuses to acknowledge gain without loss, pleasure without pain, joy without melancholy—a far cry from the one-track “pursuit of happiness” (as defined by what the game tells you it is) that The Sims beckons us to.

This isn’t to say that games never offer anything similar to this experience. We can satisfy the simple desire to see interesting things happen by turning up the difficulty a notch higher than we usually would, modifying the game, or (a la The Sims) treating the game like a dollhouse in which we create dramas. A medium is a means of transportation: sound through air, a signal through a telephone wire, meaning through language, a story through a novel, a vision through a painting; so at its core, this “dollhouse” idea is how the process of storytelling operates on some very deep and fundamental level—the reflection of our mind, our environment and our shared cultural discourse off a medium.

But the tools for this kind of exploration are currently insufficient for an experience that even comes close to what I can experience by turning on a movie, opening a book or listening to a song. I want to imagine a game in which people can experience this exploratory mode of play with the full spectrum of behaviors, desires, motives, personalities, webs of causality, empathy, mystery and dramatic weight that we see in stories. Perhaps game isn’t the right word—“game” in the more academic sense of the word meaning known probabilities and mathematically defined sets of outcomes. Whatever I may want to call them, it’s time to embrace the notion of goals, motives and desires that can be understood but not classified—they need to be open-ended; a catalyst rather than some suffocating essence that defines the experience. Motives are as fundamental to both stories and games as symbols are to both narratives and maps; a narrative being an open-ended set of ideas and symbols rather than a strictly delimited abstraction.

Parts of this post, such as those bits about exploration vs. destination, felt so obvious and banal, but that isn’t what’s most important to take away. What’s important is to make this distinction in a way that doesn’t throw the baby out with the bathwater. Goals, motives and desires are at the core of both the most rote gameplay and the most beautiful poetic landscapes—but in making a new kind of “game”, we must embrace it in a different way while still preserving the core ideas behind gameplay. There really is an area between story and game.

Tuesday, November 15, 2011

The Entropy of Morality

I've had plenty of thoughts about "moral relativism", mostly that it's pseudo-intellectual garbage. I haven't bothered post exactly why I think that, but suffice it to say that it talks about everything as if its reducible to first order logic. If we can't (I mean literally can't) fully formalize math, then why the bloody hell would we expect to be able to do it with ETHICS?

But I thought of another reason why I believe morality exists. Because true morality is hard. I'm not talking about sparing someone's feelings when they ask you if they've gained weight or refraining from committing a crime. These are the easy things; social and legal forces are very overreaching and keep us in line. No, I'm talking about the hard choices. Putting yourself in physical danger because it's the right thing to do, living ascetically to escape the corruption of material wealth, quitting your job because of an ethical situation that you have little part in (like say... selling advertisements for cigarettes or dangerous pharmaceuticals that you yourself would never use.) Acts of serious courage and sacrifice are things you don't see every day; I myself confess that I've never made any risk or sacrifice great enough to stop questioning my own virtue.

What does this have to do with anything? Isn't that arbitrary? Well, no. Saying that something is hard is a way of saying that it means something. Cowardice is a dime a dozen. If I make a choice between an act of courage and an act of cowardice, it's not like both are decisions with equal weight. One is easy and common, the other rare and difficult; so it must mean more—just like it's more meaningful for me to write these words on paper than to just punch random unintelligible keys; or to solve a difficult math problem instead of make an unsubstantiated conjecture about something based on nothing.

In other words, truly moral actions will have greater information content. They prove something, even if that something may be "arbitrary", just like math; a subject in which we still value proofs (for good reason.) Just as a game means nothing if there are no rules (with the exception of Calvinball), an action means nothing without difficulty. Cowardice, greed and hatred, on the other hand, never prove anything. There's no test, no rules and no meaning.

Thursday, June 23, 2011

That Old Humanities Argument

We've all been asked this question before: why study the humanities? Why teach literary criticism? What is the point of learning about things that never happened and inapplicable interpretations? Math and science have certainly been hyped up in the past few years by the presidential administration with the looming economic fears of being uncompetitive in the face of rising powers and the political activism of people who want to see our money spent better.

As an English major in college, I had to struggle with this question myself; I was asked by other people and even had to deal with the prompt in a literary theory class (which I utterly failed at doing.) It is worth noting that a lot of my work in literary theory has been applicable to what I'm engineering now, but that's besides the point to me because I know that it wasn't all that this was about. I certainly see literature as an important metaphysical experiment for philosophers, but I don't know how I feel about philosophers either.

But around a year ago I had read about Stanley Fish's book Save the World On Your Own Time, which apparently* argued that trying to find some political or economic justification for the humanities denigrates it by denying the idea that it may just be good in of itself (does everything really come down to money and survival?)

While I was taking a break today that line of thinking crossed over with all the time that I've spent thinking about Edmund Burke and Nassim Taleb and it dawned on me that I had been missing the obvious for years; that perhaps the importance of literary criticism is in the fact that despite having no explicit justification for it, we still continue to read, teach, analyze and deconstruct stories; value a supposedly "arbitrary" literary canon, ask questions about things that never happened and give interpretations in the absence of right or wrong answers.

To me, asking why we value literature, spend so much time teaching it to students and even have tenured academics who spend their whole life studying it is like asking why we have religion or inauguration ceremonies or act hold doors open for other people. At this point, it's tradition and part of a deeper logic that we can't ever presume to understand--a point made tirelessly by Edmund Burke in the wake of a disastrous French revolution based on simple top-down models. Simply put, I don't think that the world would be better off if we stopped holding doors for other people and I don't think that we'd be better off not studying literature.

On a more concrete note, I think it is possible to glean the value of literary criticism and it is related to the importance of things beyond economic concerns. We live in a world richly populated by cultural phenomena. Being part of that world means understanding our cultural heritage and our shared idea of what it is to be human (cliche, I know, but isn't it true?) Would you refrain from teaching your kid table manners or how to talk to elders?

Whether it's through high school English, Hebrew School or wrestling in the grass with your classmates, we all have and all need rites of passage. Part of the humanities is spiritual training, the rest is something else.

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*No, I haven't read it, just making that clear. A second-hand summary did in fact raise some interesting points for me.

Saturday, February 26, 2011

People talk to their friends and see psychiatrists in order to reconstruct their personal narratives—and yet when people do the same thing via religion, it suddenly becomes a debate about religion being "unscientific" or "misleading" or some other nonsense. Just saying.


EDIT: I just realized that the only way I can articulate my defense of religion is with these little vignettes. I have an idea of why, but I don't want to get into a long essay about it (talk to me—or leave a comment if you're interested in that sort of thing.)

Thursday, February 10, 2011

If On A Winter's Night...

It was cold as balls tonight as I was taking a walk in only a hoodie and some gloves after a 20 minute workout. A lot of doubts were running through my head and, of course, passing by the scenery of Brooklyn Heights and Dumbo I had the fleeting fantasy of being a twenty-something year old millionaire with a condo perfectly overlooking the East River.

Can't survive on such self-indulging fantasies; and if you have to wait for that moment in your life to find meaning, then million dollars or not, you're stuffed. That tied in with all my Taleb-inspired thoughts about randomness and how to live with it and reminded me of part of why I came to love studying narratives:

Narratives are the only thing that truly belong to us. We can't (for the most part) control what happens to us, but we can choose how to make sense of it. We can't control the material consequences of our situation, but we can choose how they shape our intentionality. I feel as if more than anything, this is what atheists misunderstand about religion; the primacy of subjective narratives over objective facts.*

Narrative lets us live for the moment as connected with the associations of the past and the projections and unknowns of the future.


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*It may be accurate to say that what religion deals with is eminently subjective; the multiplicity of narratives in our lives that can only be understood as subjective experiences.

Friday, October 15, 2010

Humans aren't Machines

To some, the answer may be "well, duh." To others, it may seem that I'm making a poetically admirable but superficial statement that's obviated by the fact that everything is a collection of small atomic parts that interact to form an emergent system.

As the title suggests, I'd like to make an argument against the latter; but I'd also like to ask the former group to read along. Why? Because this isn't based on a metaphysical defiance of science but in fact something of a declaration that science and spirituality are quite compatible; in fact, I will be saying that reducing human beings to machines is deeply un-scientific. But I digress.

First thing's first: yes, using a very loose definition of machine* you can argue that all living things are machines; but it's a pretty banal and in fact misleading definition. Why misleading? Because the word machine has a whole lot of connotations and when it comes to a word, you can change the definition without sufficiently changing the connotations of the word. Machines are seen generally as artificial, unthinking, heartless, cold and calculating (I could go on, but you get the point.) But could we really make these accusations at a phenomena so general and abstract as a system that emerges from interacting parts?

These misleading connotations have a particular moral hazard; they encourage a very mechanistic and quite possibly nihilist view of the world. I'd like to note that I'm not saying that a mechanistic interpretation existence is bad in itself; that's science and I happen to think like most people that science is a very good thing. But when we take the word machine, with all its implications, and slap it on everything we see regardless of the context in which we're talking about it, our world view starts to become an outright perversion of science. This isn't just some spiritual quibble; in many ways it leads our thinking to become deeply un-scientific. This may sound odd, but in order to make this point I need to touch upon the cultural properties of machines.

Machines were historically created as something to aid and simplify human labor, starting as tools in the hunter-gatherer period. Since then, we've gotten to the point of automated assembly lines and computers. When making a machine, one generally needs to specify the problem and the solution in a way that can easily be understood as separate parts; not only in order to come up with a feasible design before building it, but also for the sake of being able to figure out what went wrong if the machine fails. For the entirety of Civilization, machines have been understood as a configuration of parts that can be understood how each part contributes to fulfilling the machine's function and whose actions are predictable. This sounds like a loaded statement, but it only comes from the logic of why and how we create tools and machines; by the fact that it was necessary to produce a reliable outcome and that in order to do so the logic had to be sufficiently simple. Note that this even applies to machines like random number generators; we may not be able to predict the number, but we can fully understand and predict how each part will contribute to the process of creating that random number.

But humans are hardly like this (or any animal for that matter.) We may be able to derive general ideas about living things by discovering the most basic moving parts or performing some specific experiments, but the interactions between these parts and the emergent patterns that come from them are well beyond our current comprehension. Unlike machines, organisms are almost entirely unpredictable. In the paradigm of physics, this doesn't matter because physics is only interested in the simplest forces and smallest parts; no physicist has to actually come up with any predictions about the human condition. In this context, it's perfectly safe to define a machine as anything that converts energy from one form to another.

But what of the many other things that we're looking to understand? By taking this definition of machine from physics and glibly applying it to every other schema through which we look at humans, we've turned a blind eye to the fundamental randomness of organisms. By this, I am not making any metaphysical argument about free-will/chance/determinism, but using randomness in the mathematical sense, which simply states that if you can't predict it (due to a lack of information or otherwise), then it's random for all intents and purposes. It's no wonder then that we've failed to create AI that portrays humans in any life-like manner, that we still wonder why shamanism or religion is sometimes a better alternative to clinical treatment** or that a thousand economists with PhDs couldn't see the imminent collapse of the world financial system.

The mechanistic view of the world is appropriate for fields and paradigms in which its objects of study can be sufficiently understood in such a light. Once we let this view pervade the rest of our thoughts, we end up looking at the map and not the territory. Calling living things "machines" in a general sense does just this by implying that their parts and behaviors are comprehensible as such and gives the world a false sense of predictability. Reducing the complexities of life in this fashion isn't just offensive, it's moronic.

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*The formal definition of machine is an object that converts energy from one form to another. By this definition, anything that materially exists is a machine.

**For the record, I am not trashing clinical treatment of people in need of help. I am the son of a psychologist and a pediatric nurse. I believe that medical professionals are oftentimes helpful because they are usually very scientific in how they rely on data. I should also note that my complaint with the mechanistic view of the universe is not with empiricism; true empiricism acknowledges what we don't know and doesn't rely on representations. What I am suggesting is that in the face of randomness, clinical treatment doesn't always make sense.