Showing posts with label book. Show all posts
Showing posts with label book. Show all posts

2009/08/30

Notes on 21st Century Game Design

I thought I'd post a quick summary of the player model presented in the book 21st Century Game Design, by Chris Bateman. He has since come out with a new player model, but the old one is still interesting to think about.

If you want to learn more about the book, you can read the review on Lost Garden.

In this model, the audience is grouped into four types of players:
  • Conquerors care about Challenge
  • Managers care about Mechanics
  • Wanderers care about Worlds
  • Participants care about People
The system is based on the Myers-Briggs personality types:
  • Purpose- where you get your energy
    Introverted (I) - long sessions
    Extroverted (E) - short sessions

  • Learning - how you process information
    Intuitive (N) - hardcore
    Sensate (S) - casual

  • Motivation - how you make decisions
    Thinking (T) - competition
    Feeling (F) - simulation

  • Structure - how you manage your time
    Judging (J) - goals
    Perceiving (P) - process
The four player types are defined in these terms:
  • Conqueror (TJ) - competition (T) and goals (J)
  • Manager (TP) - competition (T) and process (P)
  • Wanderer (FP) - simulation (F) and process (P)
  • Participant (FJ) - simulation (F) and goals (J)
There are also four types of skills:
  • Strategic (NT) - think ahead, invent, coordinate others
  • Diplomatic (NF) - resolve conflicts, find similarities
  • Logistical (SJ) - meet needs, organize, optimize
  • Tactical (SP) - read the situation, take action
The four player types prefer using certain skills:
  • Conqueror (TJ) - strategic (NT) and logistical (SJ)
  • Manager (TP) - strategic (NT) and tactical (SP)
  • Wanderer (FP) - diplomatic (NF) and tactical (SP)
  • Participant (FJ) - diplomatic (NF) and logistical (SJ)
Hardcore and casual players also prefer certain skills:
  • Hardcore (N) - strategic (NT) and diplomatic (NF)
  • Casual (S) - tactical (SP) and logistical (SJ)
I've been finding it interesting to analyze my own game ideas in terms of what play styles and skills they support.

For example, I came up with a way for Adopt an Invader to cater to all four player types in this model - conquerors, managers, wanderers, and participants. And in doing so, I realized that trying to appeal to all four types would make the design much too big and ambitious to actually create. So I decided to focus on the conquerors and participants, and make the experience as enjoyable as possible for those two types.

In case you're wondering, my favorite style of play is probably that of the Wanderer, which makes sense, given that I also tend to prefer Explorer and Seeker play. I tend to care more about the overall experience and fun than about competition and challenge, and I like to focus on the process instead of worrying too much about goals. But in real life, I am extremely goal-oriented. Which is interesting. :)

However, these player types are not clear-cut boundaries. They are fuzzy generalizations about the average behavior of large groups of people. As the book says, "The four play types are not mutually exclusive; one or more can be enjoyed by each individual player."

Just keep that in mind and you'll be fine. ;) I hope you have as much fun as I have digesting this new player model! :)

2008/07/23

Review of A Story as Sharp as a Knife

In an earlier post, I mentioned that the one artform with the most relevance to games is myth. Here is a review of the book that lead me to that conclusion.


This book is about myth, and how to understand this ancient art form in a time when we are so far from the sort of social context in which myth was the primary way of making sense of the world.

What do you think of when you hear the word "myth"?

Perhaps the most frequent way the word is used in our modern, literate society is to refer to a story that is false, an explanation that is incorrect. This is not the sort of myth to which Bringhurst has devoted over four hundred pages. Another place we might encounter the word is in museum exhibits or books about ancient history, where we read "myths" as the rather fanciful religious stories of those cultures yet to be blessed with a scientific understanding of the world. This sense of the word is somewhat closer to what Bringhurst is concerned with. But there is an important difference.

Myth is a performance art. It is oral poetry, storytelling. When we open a book and read "the creation myth of the ancient Egyptians" what we find is a fossilized skeleton that reveals no trace of its original vitality. As Bringhurst convincingly shows, the art and value of a myth is in its individual, idiosyncratic telling. If we read a summary of a myth and assume that that's all there is to it, we are no better off than someone who tries to understand a masterpiece of jazz improvisation by looking at the song's chord changes. In the case of myth, the story isn't enough - you need a transcription of the artist's actual words, just as you'd need a transcription of the actual notes that were played in a jazz solo. Better yet, listen to a live performance.

As you might expect, however, live performances of mythic storytelling are hard to come by nowadays. We are lucky to find even a faithful transcription of such a telling, as it is a rare anthropologist who has understood the importance of taking precise dictation rather than recording only a summary. One notable exception was the linguist John Swanton, who in 1900 went to live with the Haida people off the northwest coast of Canada and transcribed thousands of lines of oral poetry. Then in the late 20th century, Robert Bringhurst managed to come across Swanton's work.

Bringhurst's background is in poetry, not anthropology. As a result, he has been able to see in these old transcriptions a quality that most others have failed to appreciate. And with his book, A Story as Sharp as a Knife, he provides a means for others to begin to understand what is so great about these classical Haida myths and about all myth in general.

The book's subtitle is The Classical Haida Mythtellers and Their World, and in it you will find a tour of that world, organized around a selection of about a dozen myths. It's a tour that you may repeat many times, or just skip around to the parts that interest you. The book doesn't set out to prove one particular point, and there is no explicit introduction or concluding chapter to summarize the book for you - the prologue gets you started on a journey, but it doesn't provide a map of what you'll encounter.

Each myth featured in the book serves as the reference material for an investigation into a different aspect of mythtelling. In each section, Bringhurst provides some historical and cultural background, followed by the translated myth transcription itself and an analysis, highlighting certain passages and occasionally bringing in outside connections such as Renaissance painting to compare or contrast with Haida mythtelling traditions. The main chapters of the book are supplemented by an extensive collection of notes, as well as several appendices on language and translation concerns.

Of course, there are plenty of things that the book doesn't do. It doesn't give you a large number of myths, just enough to give you a feel for them. Neither does Bringhurst go into much detail about Haida culture or mythology beyond what is required to understand the particular stories he presents. And while obviously a great deal of research went into writing this book, everything in it is either historical fact or the author's personal interpretation; it is not what you might call a "scientific" book. Not that that's necessarily a weakness, but it would be nice to have further verification of his views through another source or the support of a fleshed-out theoretical framework. What you can expect is to gradually gain a unique appreciation for myth through the experience of reading the book.

Though it is difficult to reduce Bringhurst's investigation into a single question or argument, there are several identifiable threads connecting the many observations and explanations distributed throughout. Some of these are simply context, the stories of villages and mythtellers and anthropologists, together covering the who, where, and when of the subject. The others could be thought of as supporting the main theoretical concern of this book, the what, how, and why of mythology.

One of these threads, answering the question of what is the nature of myth, explains that myths are living things, perpetuated through human minds because they are deeply meaningful. Together, many myths form an ecology, a living mythology, in symbiosis with a human society. This mythological system exists to make sense of the structure and dynamics of the world, how the world works and how it is organized. While it is still alive, every mythology is an ecosystem that continually evolves as individual mythtellers reinterpret the stories in terms of their own understanding of the world. As Bringhurst writes, "A genuine mythology is a systematically elaborated, extended, interconnected and adaptable set of myths. It is a kind of science in narrative form."

Another thread, which deals with how people convey meaning through myth, emphasizes the importance of individual tellings, that the way myths convey an understanding of the world depends on the details of a particular artistic performance. Myths make use of archetypes, themes, plots, and patterns, but these are building blocks - they are not the essential message. What matters is how these elements are connected and arranged to create new meaning: "A story is, in fact, a sentence: a big sentence saying, or revealing, many things that a full list of its components cannot say." When myths are reduced to summaries and stereotypes, as has sadly been the case in a vast majority of anthropological work on the subject, "we lose all the learning and insight, perception and wisdom, that the myth has been used to convey."

The other thread, of why myth takes the form it does, contrasts myth - oral narrative poetry - with other art forms such as verse poetry or prose. Bringhurst makes the point that myth can only thrive as myth in an oral society, one without writing. Verse poetry may also exist in oral societies, but only in those that make their living through agriculture rather than hunting. "Humans, as a rule, do not begin to farm their language until they have begun to till the earth and to manipulate the growth of plants and animals." The argument there is that the structure of mythic poetry has a spatial quality reflecting the irregular order of the forest rather than the uniform repetition of the cultivated field reflected in verse poetry. Myth can be very musical in its own way, but as a music of thoughts and images rather than sounds.

That last thread helps explain why historically so many anthropologists have misplaced the significance of the myths they encountered. As members of an industrial, literate society, they were ill-equipped to understand story in the same way as their hunter-gatherer subjects. Words simply do not have the same role or meaning in oral societies as they do in literate ones. According to Bringhurst, "In a self-sustaining oral culture, faith, hope, and even charity are invested very differently than in cultures that are learning or have learned the use of writing. A shift from oral to written culture affects the functioning of memory, the understanding of truth, and the place of voice and language in the working of the world. It affects not just the meaning of words but the meaning of language itself. It affects the meaning of meaning."

If only those anthropologists could have read A Story as Sharp as a Knife before they went forth to capture the traditions of those people who had yet to be enveloped into industrial global culture! Time warps aside, those of us in the 21st century now have an excellent opportunity to acquaint ourselves with the mythic mindset through Bringhurst's book. When you first start reading the actual myths, you will likely feel somewhat out of place, getting used to the translations, the unfamiliar storytelling style, and the initial strangeness of the stories themselves for those unaccustomed to Haida mythology and culture. But as you become more familiar with the style and learn how to appreciate the myths through Bringhurst's insightful analysis, they become quite enjoyable in their own right.

The book is not dense, but it is long and there is plenty of material to chew through. There's such a variety of ideas to absorb that you'll likely want to spread out your reading of it, enough to appropriately digest each topic. It is a thoughtful book that paces out its most fascinating bursts of insight such that the interested reader will remain eager all the way through its four hundred pages of discussion. And by the end of it you'll have developed a new appreciation for myth and oral storytelling, and perhaps even an interest in discovering more about this often neglected subject.

In other words, read it! :D

2008/05/15

Myth in Games

You want to see how games can transmit values? How games can deliver subtexts? How games can be art?

Then read the book Ishmael, by Daniel Quinn. If that doesn't help, read Ishmael. Then think about the game Spore, by Will Wright.

If that still doesn't get you anywhere, then read the book A Story as Sharp as a Knife, by Robert Bringhurst. And maybe read this article first, to get you thinking in the right way.


All that I will say here, now, is that the one art form with the most relevance to games, that will provide the most guidance in shaping the future of games, is myth.

That's right. And the reason it has been so overlooked, so far, is that myth can only exist in its genuine form in an oral society. The society from which I am writing to you, and from which you are reading this, is a literate society. Literate societies have no way to understand myth, or to make use of it. We can only hope that a digital society will allow us to reconnect with that mode of thinking, through games.

2007/11/05

Create-a-Cult

Yeah, not quite. But strange and scary and awesome enough to inspire the possibility.

What am I talking about?

You know how in my last post, I mentioned that there's a lot of people in the game industry who don't know what's going on, and a few who are looking in the right direction? Well, Dan Cook of Lost Garden is one of those few. Just read his latest article, Constructing Artificial Emotions: A Design Experiment.

The basic idea it proposes is that to incite a particular emotion in someone, you provoke in them some physiological change, like an elevated heart rate, and then provide symbols and environmental cues pointing to a particular emotion as the cause of the arousal.

Does that sound weird? Don't rely on me to convince you of the validity of the approach - read the article. I don't know whether it works or not, but it sure is intriguing. Have you ever heard anything like it being talked about in game design before? I haven't. There has been plenty of discussion about emotions in games, but Dan Cook's ideas on the subject are the first I've encountered that are weird and different and simple enough to have a chance at actually working.

You may not agree with everything in the article, but I assure you, reading it is a refreshingly thought-provoking experience. This guy knows what he's talking about - he touches on so many points, gets things (certainly understands social motivations)... Well, I thoroughly enjoyed reading it.

Not much more I can say. Check it out, it's worth your time.

Another guy who really knows what he's talking about is Ian Bogost, in his book Persuasive Games. There are always tons of discussions cycling around forums and email lists about games as art, and serious games, and games for education and all that. But then once in a while someone comes out and just says it all, whose words rise far above the tangled mass of uninspired chatter, gleaming in their purity and truth, shining... soaring...

Yeah, anyway, well Ian Bogost is one of those people, and Persuasive Games is a book that says the right things. It's not exactly a thrilling read, and it can often ramble on, but man, those ideas... If you don't want to spend your time wading through stagnant forum discussions and you want to see the future of games, look no further than Persuasive Games.

2007/07/12

Delicious Books!

Every so often I come across a book that every few pages makes me want to jump around, sing out for joy, and hug people! I have just finished reading such a book: A Whole New Mind, by Daniel Pink.

But there are plenty more I've read but haven't had a chance to really review or write about. Like these ones: (most recently read first)

  • Flow, by Mihaly Csikszentmihalyi
And then of course there's all the books I've listed on the right hand side of the page.

I've started reading The Arts and the Creation of Mind, by Elliot Eisner. Hopefully that will be another joyful experience for me. :)

2006/10/26

Flow

I'm reading a book called Flow, by Mihaly Csikszentmihalyi, which is kind of required reading for game designers. It's about the experience of being perfectly immersed in an activity, where your abilities are just enough to match the challenges coming at you - not too easy or too hard. This is one of those books that every page or so I just want to jump around with excitement because it's so good. True Names was another one of those. So was Emotional Design, which I plan to write about here eventually.



The most interesting part about the book I think is the connection to society. From page 76:
"In fact, flow and religion have been intimately connected from earliest times. Many of the optimal experiences of mankind have taken place in the context of religious rituals. Not only art but drama, music, and dance had their origins in what we now would call 'religious' settings; that is, activities aimed at connecting people with supernatural powers and entities. The same is true of games. One of the earliest ball games, a form of basketball played by the Maya, was part of their religious celebrations, and so were the original Olympic games. This connection is not surprising, because what we call religion is actually the oldest and most ambitious attempt to create order in consciousness. It therefore makes sense that religious rituals would be a profound source of enjoyment."

It continues on the next page:
"In modern times art, play, and life in general have lost their supernatural moorings. The cosmic order that in the past helped interpret and give meaning to human history has broken down into disconnected fragments."

After describing a few ideologies, such as sociobiology, it goes on:
"These are some of the modern 'religions' rooted in the social sciences. None of them - with the partial exception of historical materialism, itself a dwindling creed - commands great popular support, and none has inspired the aesthetic visions or enjoyable rituals that previous models of cosmic order had spawned."

Modern 'religions' just aren't as fun as they used to be! How about that?

2006/10/12

Reaction to True Names

I recently read a short story by Vernor Vinge called True Names. Apparently this book was the first to introduce the concept of virtual reality! There are some better-known books inspired by this one, like Neuromancer and Snow Crash, but I have to say that I liked True Names much more.

I found the book to be very engaging and inspiring. My favorite part I think would be the description of what the book calls the "Other Plane" which is better known as the Metaverse or the Matrix, basically a big virtual world that people connect to. I love how it compares the sensation to that of reading a book - it made me reflect back on my own experience as I read it:

"A typical Portal link was around fifty thousand baud, far narrower than even a flat video channel. Mr. Slippery could feel the damp seeping through his leather boots, could feel the sweat starting on his skin even in the cold air, but this was the response of Mr. Slippery's imagination and subconscious to the cues that were actually being presented through the Portal's electrodes. The interpretation could not be arbitrary or he would be dumped back to reality and could never find the Coven; to the traveler on the Other Plane, the detail was there as long as the cues were there. And there is nothing new about this situation. Even a poor writer - if he has a sympathetic reader and an engaging plot - can evoke complete internal imagery with a few dozen words of description. The difference now is that the imagery has interactive significance, just as sensations in the real world do. Ultimately, the magic jargon was perhaps the closest fit in the vocabulary of millenium Man."

There were a few other little enjoyable descriptions:
"Pollack...could make it simply by staring out into the trees and listening to the wind-surf that swept through their upper branches. And just as a day dreamer forgets his actual surroundings and sees other realities, so Pollack drifted, detached..."

Isn't that a nice visualization?

I also liked how it was similar to my own idea of using music to represent an extrasensory perception of magical fields in a game. Now from reading True Names I can imagine it would be so cool to be able to stimulate such daydream-like experiences with only sound. Then my eyes wouldn't get tired by staring at a screen! And I just love this line, "The difference now is that the imagery has interactive significance, just as sensations in the real world do." Wow, trying to daydream as from a book, yet also interact with the world you are constructing? That would be an amazing experience.

And of course it was nice that this story used fantasy and magic as the environment for its "Other Plane" instead of the cyberpunk of Neuromancer and Snow Crash. I guess I just find it a little more inspiring. I'm not really into gritty, dark settings.

The story also felt so much more epic than the other books; I thought it was more like The Matrix in its feel. Maybe that's because of the god-like powers the protagonists experience in both, while at the same time you are aware of the frailty of their bodies in the physical world. Plus the "bad guys" were a little more direct and personified, once you find out who they are. :p (plus I'd bet that the Oracle scene in The Matrix was based on the end of True Names)

Another reason why it felt epic was how the ending kind of put the story onto a timescale of thousands of years, as a special moment in humanity's history. It reminded me of the ending of Ender's Game in its vague pointing towards the future.

So, basically, go and read it!