Thursday, January 26, 2012

The point of a simulation is not to quantify human behavior and complex systems. It is to set in motion a narrative from which people can take ideas and experiences.

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.

Tuesday, November 8, 2011

Paradigms vs. Narratives

I think I have a simple definition of a narrative:

A paradigm is a sign system that is closed.

A narrative is a sign system that is open.

This also easily explains the difference between game design and interactive storytelling (to an extent; you can think of it as a spectrum, chess is on the "game" extreme whereas something like SimCity or Final Fantasy is a lot closer to the middle. Nothing yet on the "interactive storytelling" extreme.)


I'll elaborate more on this soon and also talk about how this is shaping my work.

For that matter I decided I'm going to also be a lot more open about my work. Scrooges go nowhere.

Friday, September 30, 2011

Command and Control

Why do we overeat and refuse to burn it off? Why do we procrastinate; or even burn out despite our passion for a subject? What about the state of the world? Why are politicians so disappointing; what should we trust in when we vote for them—rigid rationalism, protocol; or the feeling deep within our gut? What about the problems that we just think are never going to end—is it willpower, self-experimentation or something else?

I've benefited a lot in recent months by letting go of reliance on two sides of the same coin—declarative knowledge and conscious "willpower." Both are important and play a role in many things, but they are the exception rather than the rule. The way I came to this was through, yes, some changes to how I ate and exercised. I've never had a weight problem, but I have some other reasons, such as asthma, to look after what goes in my body.

Upon investigating these ideas, I saw that there was a general flaw in the arguments about obesity. Moralizing self-help gurus have convinced us everyday laymen have taken the truism that people gain weight because they "consume more energy than they expend" and somehow used some discursive sleight of hand to translate this to the idea that obese people are being weak-willed by overeating and not exercising. To quote one great thinker: what horseshit!

Have we learned nothing from the mistakes of Descartes or the piles of research on the body's effect on the brain? I could even wager that thousands of years of wisdom would back this; but I really don't know and could be wrong about that. We are deeply connected to our bodies; they are the source of emotions, which are by extension the source of our decision making. Don't believe me? How about the fact that even with tons of analytic knowledge ("facts"), severing the connection between our brains and our bodily dispositions disables our ability to effectively make decisions. But I digress.

The reason why this "calories-in/calories-out" argument doesn't work is that our behavior is affected by all the biochemical reactions that are going on in our metabolism. When we eat too much junk food too regularly, our metabolism breaks down and our ability to efficiently process nutrients falls apart; insulin surges through the body at unhealthy rates, we store perfectly good nutrients as body fat and our brain does not get the glucose it needs to stop yelling "I'm hungry!" The result is that we find ourselves crashing and needing more food. So perhaps we just need to burn it off? Unlikely; where would you get all the energy needed if you can't even feel satiated?

Of course, all this could be wrong too; remember that bit about syllogistic knowledge. But I am convinced that these systems work something like this—the world is just too connected and nonlinear. And for this reason I've started to wonder, in light of just how embodied our decisions are; whether we need a whole new way of thinking about how to do things. When we procrastinate, it's likely that our mind is telling us that it doesn't approve of the plan. But couldn't that be irrational? Well, yes; we're not always cut out for the modern world that we've set up for ourselves—but the wisdom of emotions seems to be seriously underestimated. Our emotions really may be what's right when we're procrastinating; an unrealistic plan really can slow us down after all.

And how surprising is this when you look at something bigger like the markets? Sometimes we like to give credit to politicans for saving or ruining the economy; but how much say do they really have? What effect does the average tax policy or stimulus plan have? I'd argue that sometimes they work; sometimes they provide a big enough jolt to shift things into another equilibrium—but that's a big maybe; the fact is, we can't even seem to predict where the markets go.

What does that tell us? That yes, there are things we can do. We have some conscious control over our choices and we certainly have times where we just need to stop making excuses and apply elbow grease. But the parallels become even more striking when we hear about the limits to our willpower; how they can be increased through certain behaviors and states of health—but those behaviors and states must be brought about in some way to begin with. We have a very fragile modicum of control over a system that is highly belligerent and, on top of that (though somewhat related), quite random. We need to understand and appreciate these systems for what they are; not only economics and nutrition, but also our habits, the social interactions of people; and of course the very stochasticity of life.

To do that, we must let go of the command and control model but not think that this is some key to "hijacking" our behavior. We talk about tricks to fool ourselves, but it's hard to believe that we can really just "trick" ourselves into doing everything. Nothing is going gently nudge me to do 8 hours of nonstop work (if only...) No, not a chance. There's something more than that. We need to look at the equilibria of our life; on the harm of deterministic thinking and the benefits of random events; on the anti-fragility behind growth and discovery.

It's hard to say for sure what it all means, but a lot of things have helped me towards this path. Eating and exercising more stochastically, cutting out certain food groups but not worrying if I cheat once in a while; not pushing the serotonin buttons of e-mail and Facebook first thing in the morning (getting bad at that), finding peace and discovery in fiction, walking, meditation and unscheduled activities; not adhering to rules too tightly.

But I'd hardly say that I read fiction for "knowledge" or take walks for "exercise"—more accurately I exercise to learn and read for the sake of my body. Exercise has a specific scent of discovery to it, it resides at the core of so many things in our hunter-gatherer past; reading makes me feel more whole, my body relaxes into a new state—just as well that I run anaerobically and weight-lift aerobically.

Maybe you agree, maybe you disagree. If you agree, how have you applied this to your life? If you disagree, you can have a say too ;)

Monday, September 26, 2011

Truth

Truth (capital "T" intended) exists.

But there are no such things as platonic forms. Only forms that we imagine.

We create forms and change them when we find that they cannot adequately describe the essence that we're attempting to capture.

It's in that moment of change, that flux between isomorphisms, that we see Truth. It's an aether that can only be seen via flux.

And that may be all that reality is; flux.

Tuesday, September 13, 2011

Meta-Entrepreneurship

I'm honestly hoping to get this blog back to being a regular thing. The past few weeks were pretty hectic, but now that we're finally getting through a long slog, I think I'll be able to start posting more.

Fear of Software should have a new demo up soon, btw, so keep a lookout for that.


There are a lot of things that I'd like to back-post about, but one concept recently came to mind that is not the most original but may well be overlooked. I called it "Meta-Entrepreneurship", and it came from the thought that the source of all entrepreneurship is problems. Now everybody knows this; every single book asks "what is the customer pain?"

And yet, everyone says that they don't have an idea. On second inspection, this claim is absurd. You're pretty much saying "I don't know of any problems." But this is silly; we cite problems every day as an excuse for not getting something done. In fact, this goes doubly for entrepreneurs. We do so many things that we seem to end up dealing with astronomical amounts of inconvenience on a daily basis. Even a fraction of our problems should be more than enough to give us new problems to solve and make some money from (or maybe change the world, if you're into that sort of thing.)

Now, of course, we all have our domains. I can't just go creating a new branch of my company that deals with the fact that I don't have a dishwasher in this house (or maybe I can); but there are plenty of inconveniences that must have some relation to our domain that if we set our minds to it, we can not only make our own processes faster but create new routes for success and profitability. That is, there's so much we can do if only we'd get a little bit more Meta about it.

I think there's also one other thing to take from this, however; and that's that if you're an entrepreneur, you shouldn't be blaming anything on inconveniences. Yes, some of them really are just that; but the whole spirit of entrepreneurship is capitalizing on the fact that there's a problem to be solved. If problems are such a, well, problem, then how can you convince yourself, let alone other people, that you're ready to solve a major one. As entrepreneurs, we have to go beyond the cliches and actually learn to love problems in every shape and size; not just the ones that we've cited to support some vision that we want to manifest:

That which rules within, when it is according to nature, is so affected with respect to the events which happen, that it always easily adapts itself to that which is and is presented to it. For it requires no definite material, but it moves towards its purpose, under certain conditions however; and it makes a material for itself out of that which opposes it, as fire lays hold of what falls into it, by which a small light would have been extinguished: but when the fire is strong, it soon appropriates to itself the matter which is heaped on it, and consumes it, and rises higher by means of this very material.

If we can do that, then every problem that we encounter, whether our own or someone else's, will be another fresh start.