Showing posts with label perception. Show all posts
Showing posts with label perception. Show all posts

2011/01/12

Lucid Sight Dreaming

I had two lucid dreams this morning. The last lucid dream I had before that was less than a month ago. A year before that I had another. And my first one, more than a year before that. I like to think that the process is accelerating, that this reflects some underlying spiritual or psychological growth that is just beginning to manifest itself in the form of these dreams.

Perhaps.

Lucid dreams are those dreams where you realize that you are dreaming, and "wake up" within the world of the dream. Often this means that you can then control the dream, or at least influence the course of it. I've never had much success with trying to control my dreams, though. It's something that takes a lighter touch - you make something happen by expecting it do so, not by concentrating really hard and commanding it to happen - and I've had little opportunity to practice such controlled expectations in my dreams so far.

However, there is one thing that I have experienced in every lucid dream I've had. That is, a particular clarity and sharpness to the visual details of the dream world. Everything looks so much more real when I'm lucid, much more than the vague and muddled state of my ordinary dreaming. And the more lucid I am, the more calm and aware I am in my mental state, the more my sight improves. It's like putting on glasses.

To illustrate, I'll tell the story of my lucid dream last month:

2010/12/26
This morning I had a lucid dream after going back to sleep. It was my longest and most calm lucid segment yet. I was telling someone that I was dreaming, then decided to try to become lucid and started writing on a piece of paper, "I am dreaming." I saw the letters change as I read them, as they do in dreams, and continued to write on the paper and watch how my writing changed. Then I walked around, and I found that the level of my lucidity would correspond to the brightness of the space around me. I would start to lose it in dark areas, then become more aware again in bright areas with their windows open to the light and visual details outside.

That's it. The dream was notable in not feeling rushed or frantic at all. I was able to maintain my lucidity for a long time, relatively, with a calm and open mental state. It was like my mind was a net, holding everything together, and I was able to keep it from collapsing without much effort as long as I stayed in the light.

The key here was the light, and the visual details that went with it. But it wasn't until my dreams this morning that I realized the significance of this factor.

2011/01/12
I had a lucid dream. It started when I went outside to the backyard, in my dream. The openness and brightness and visual detail opened my eyes, and I became lucid. I collected my mind and did some breathing checks to confirm that I was dreaming - I found I could still breathe, even while pinching my nose shut. However, it must not have lasted too long, since I can't remember what I did after that other than walk around in the grass.

I had another lucid dream. I fell asleep again after writing about the first one, and dreamt that I came across some of the guys from Novel that I used to work with after graduating. I started walking along with them, near the university, and some others were with us too, talking about balance issues with the new MMO they are working on. There were a lot of students around, walking, too, on the sidewalks and street.

And then I opened my eyes and became lucid. Again, everything sharpened, the visual details popped out, and I realized I was in a dream.

But I found that I couldn't control the dream. I couldn't even walk anymore. When I tried to move my feet in the dream, focusing in on the feel of them pressing against the ground, I just felt my own feet in my bed, faintly but stronger and stronger the more I tried. And I realized it must be after 9am, and I must have fallen asleep again accidentally after writing in my notebook. So I allowed myself to come into my own body fully and woke up.

The interesting thing about these dreams is that they seemed to happen spontaneously, triggered not by some dream check or verbal reminder but just by the act of opening my eyes.

But with the experience of these last few lucid dreams so fresh in my memory now, I have realized that there is a particular trigger behind the lucidity I experienced, and that it is actually much easier to practice than a more conventional check like pinching my nose and trying to breathe.

What came first, the lucidity or the enhanced sight? Neither. It was the act of looking, wide-eyed, out and up, in awe, holding my entire visual field in perception, like this, that did it. The lucidity and the visual detail came together, in response.

Stepping outside in my first dream this morning triggered this act of looking. Looking outside, into the light, strengthened it in my dream from last month. And somehow, looking out at all the people, walking in sunlight, triggered it in my second dream this morning.

What this experience has told me is that the way to inspire more lucid dreams in the future is to practice this "wide-eyed" mental state often in daily waking life, rather than obsessively doing weird dream checks throughout the day that I can never seem to remember while asleep.

Because this state of mind - as well as the correspondingly muddled state of non-lucid dreaming - is one I recognize from my waking life as well. It's the same in both waking and dreaming, and I know it well. Having experienced the contrast so recently and often, relatively, I am now able to see this.

Just look up, open your eyes, let the details emerge, and become lucid. Not a bad habit to have, even while awake. Especially while awake.

2011/01/01

Yugen and Games

"As the taillights of that last ride grow small and wink out, the horizon gathers itself to your singular perspective. There is no grandeur to bait expectation, no promise to invite distraction, only the quiet of ditch and litter and grass and self; without preconceptions you begin to see your place in a different way, from the ground up. You warm to how consummate this place is in its becoming: the perfect pattern of stones along the shoulder; the fast food wrappers, their logos clinging just so to the sage; there at long rest in the shadows, that old trilobite of the highway, the fallen muffler. And so you become consummate yourself; instead of a face lost in an embarrassed crowd, you become unique and necessary to that moment, your perspective creating, for better or worse, this one place in the world. It is a time to whistle."

That was a quote by John Landretti, from his essay "On Waste Lonely Places" in the book The Future of Nature. I had written it down by hand in my notebook close to a year ago; looking back through my notes of the past year in reflection, I found it again and decided to share it.

It reminded me of this blog post, which I had just come across earlier this week. The author describes playing the small art game The Graveyard, then the bigger and decidedly-non-art game GTA IV, and how both of these games created in him an experience he called yugen, "the sudden perception of something mysterious and strange, hinting at an unknown never to be discovered."

Playing it, I found an odd thing. I found my head starting to clear. It wasn’t so much that I was sensing the emptiness around me - rather I was the emptiness. My thoughts were coming and going on their own - frothing up then melting away again - and slowly the oceans of my mind began to fall calm.

There was nothing mystical or arcane about it, merely an experience of being right here, right now. It was very ordinary.

To me it sounds like the experience of meditation, or at least the kind of meditation that I am familiar with.

And it sounds like a fruitful area of experience for notgames to explore, since this is something you are left with when you strip the "game" from "games", letting only the interaction and immersion remain.

The feeling of yugen hovers in the background of many games - filling me with the desire to explore those green hills behind Super Mario World’s flat levels, say - but it usually only breaks through fully when the mechanics of narrative and threat have been removed. My mind can’t empty in Another World - despite the barren, evocative landscapes - because it is so focused on avoiding death and finding a way home. It is when the designers take a step back from filling our time with obstacles and rewards, and allow us just to experience the realms they have created, that the subtler emotions like yugen are given room to manifest.

Still, I think there is something missing, something that we will have to identify before we can really make compelling yugen-ish experiences that are not games. When you strip the distracting goals and challenges from conventional games, what you get is rarely worth writing blog posts about. If nothing else, such "gamification" is good at getting people to care about what goes on in a virtual world, and the other ways of creating engagement and involvement with a story and characters common in movies and books and such tend to be more difficult in interactive media. But I think we just don't know enough.

I suspect that there are ways to direct this experience more subtly, still from a game designer's perspective, but not so heavy-handed with goals or points or typical game-y things. More toward Knytt, perhaps, but further. Much further.

I don't know. I guess I'll just have to try it sometime.

Happy New Year.

"Offering your attention to a waste place is like finding a book in a library, a book nobody reads. Or perhaps a book harboring a single due date, one purple smudge thirty years old. And there it is in your hand by the effortless design of coincidence. You look over its pages and before is effort and presence; whether the contents have appeal is another matter, but the book does exist and is open before you, full of its telling. And so it is with these shelves and sheaves of world that daily surround us: every rock, blade, and bottle, every leaf, an invitation to an understanding."

- John Landretti, "On Waste Lonely Places", The Future of Nature

2010/09/19

How Artists Want to Make Games


On the notgames forum, MichaĆ«l Samyn posted this thread:

Programming in code is counter-productive for people with art-sided brains. The solution to this problem exists: graphical programming. But the people who need to implement this solution happen to be its worst enemies. Because to engineers, code-based programming beats everything.

Until somebody somewhere starts believing artists when they say they want to program in a visual language, or starts realizing that giving access to artists is the best way for a creative technology to continue evolving, I find myself settling with inferior designs. Because I cannot express myself adequately in code, I need to change my ideas, I need to talk about simpler things in a simple way.

It's like someone is forcing me to write poetry in French. French is a great language. And people who are familiar with it can write beautiful poetry. But I speak Dutch. My Dutch poems are subtle and sublime. In French, however, all I can write are nursery rhymes.

So I've been thinking about this a lot over the last several days. Actually I've been obsessively thinking about it non-stop and reading everything I can on related topics online.

I tend to do that for a different thing every week. This week, it's been this.

So there are a few pieces I've been focusing on, that seem most crucial to the success of a programming or game development tool for artists. There are probably others, but I thought I'd share what I've been thinking about so far.

One is readability through R-mode perception.

First of all, a disclaimer: When I say "R-mode" versus "L-mode", as in "Right brain" or "Relational" or "Rtistic" versus "Left brain" or "Logical" or "Linear", I don't mean to suggest that the brain is really divided into strict differences between its physical right and left halves. That is an outdated belief. But I find the terminology to be a useful shorthand.

Thinking on Michael's comments about visual flowcharts being easier for him to read than linguistic code, and looking back on my own experience, I think there really is something significant about how the code is presented and perceived, even when the underlying logic is the same.

When I am reading code (or a book!) I am usually using what I call "L-mode" perception - going through in a linear, linguistic way, and building up my mental model one step, one line of code at a time, following the logic that is expressed symbolically, in sequences like that.

However, sometimes my mind is in an "R-mode" of all-at-once, spatial perception like you'd use for looking at a painting or trying to find a certain LEGO piece in a big box of pieces. When I am in that state of mind, and I look at code (or to a lesser extent, written language) I see all the words at once and perceive the spatial relationships between them, and the underlying logic of the code is utterly incomprehensible to me. Obviously not the "right" way to read code.

But maybe it could be.

Ha, that would be a good tagline. "The right way to code." :P

The thing about R-mode perception is that it's a lot easier to be creative when you're in it. The other thing about R-mode perception is that artists are usually a lot more skilled at functioning in R-mode than they are in L-mode.

Therefore, if you had a tool that let you do programming while in R-mode rather than L-mode, it might be slightly easier to do creative things with it. At the least, there would be less inefficiency caused by switching between R-mode and L-mode whenever you think about what you want to change and then have to dive into the code to actually change it.

However, this may not even be possible.

All the visual programming editors I've seen, all the examples that have been posted here, require an uncomfortable mix of L-mode and R-mode perception in order to use. What I tend to see is a bunch of visually identical boxes connected by lines, and differentiated by text.

What you see in R-mode is the set of relationships between the boxes. But you can't tell what each of the boxes does. To do that, you must read the text and think symbolically, in L-mode. Really, very little information is conveyed through spatial relationships, through R-mode. Most of it is still sequential and symbolic.

For that reason, I find that pure written code, all L-mode, is much easier for me to deal with, since I don't need to switch around multiple times a second just to figure out what everything means. However, I suspect that there may be a way to create a pure R-mode method of programming too. But I'm not confident that it's actually possible. Just intrigued enough to try.

There are some programmers who hate the idea of visual programming, and say that it's a waste of time to use spatial relationships to convey the meaning of code. If you are one of those people and you use syntax coloring or indentation, you are a hypocrite.

So there's one aspect. Make sure your tool is R-mode accessible, if you want artists to be able to use it.

The second thing is building with functional pieces in real (or almost real) time.

Artists tend to appreciate tools where "what you see is what you get" - you're manipulating the end result, so you can immediately see the results of your actions. The process becomes more like sculpting.

Programmers tend to discount such tools as nice but unnecessary. They are used to typing in code for an hour, hitting a button, and waiting a minute for everything to compile and show up on the screen.

These are two fundamentally different mindsets, as different as a slideshow and an animation.

When you operate in the slow, "slideshow" approach, development and creativity tends to happen in an architected, "top-down" way. You have a plan, which is in your head, and then you put in a bunch of time and hard work to mold reality into the shape of that plan.

There is a fundamental shift that occurs as you decrease the time between action and result. It's as real as the shift that occurs when you hit 24 frames per second - from slideshow to animation. To your brain, it's alive, it's moving.

When you operate in the immediate, "animation" way, development tends to operate in a more exploratory, "bottom-up" process. You don't have to have an entire plan in your head. You see the results of your actions immediately, and if they are surprising or unexpected, you can adjust your plan. You can try random things and follow them if they prove to be interesting.

In the area of game design, innovation is much more likely to come out of an exploratory process than an architected one. As Jonathan Blow said earlier. It's hard to do things that haven't been done before if you have to plan it all out in your head first.

So we want a tool that allows us to sculpt the end result, with immediate feedback.

Part of this is that everything you can make should work. It may not work in the way you desire or expect, but it should still do something.

If you are painting with pixels in an art program, no matter how you put those pixels down on the screen, it will always be a functional, viewable image. It might not be pretty, but you can still see it. You are never going to run into a error message that says, "Invalid pixels at position 55, 46. Image cannot be displayed."

But if you are writing the code for a program, this sort of thing happens all the time. Most of the things you can type won't work at all. They won't turn into a program, even a broken one. There are right ways to write code, and wrong ways to write it.

I would say that this also makes a big difference. Perhaps the biggest difference is that writing code has a much higher barrier to entry, more learning how to do things at all before you can start learning how to do them well. But it also makes experimentation so much more difficult. You can't throw a bunch of random stuff together just to see what happens. Because what happens is nothing. It just won't do anything at all.

So if you can build only with pieces that work, and immediately see what changes, this would make truly artistic interactive art much easier to create.

The last thing is expressing general logic through specific examples.

This is probably the most impossible and most revolutionary but least important of the three. If you just had a tool that you'd use in R-mode, that let you shape the end results with immediate feedback, that could be awesome, and probably enough to make a huge difference.

But at the same time I am intrigued by this further vision I have of providing specific examples, which the system will extrapolate to create possible general rules for creating those examples, which you will then provide feedback on and refine in order to guide the system's hypotheses toward the end you have in mind.

Because I don't see how to actually avoid symbols when describing logic, or how to directly manipulate end results in a general way. Because games are systems, and the end results happen when you take the rules that you have set up and run them through their paces.

So maybe this is the only way to achieve those first two goals in their entirety.

What am I talking about?

You know how you draw diagrams and mockups for different things that happen in different situations in a game? Like this. It's a pretty common way to organize your thoughts when you're designing. The thing about those is they're all organized around specific examples, not general rules. So you might draw a diagram with a guy hitting a wall, showing how he bounces off or breaks through it or whatever. It's not completely specific, as you might have an abstract line standing in for any kind of wall, and a stick figure representing any kind of guy, but at the same time it's very concrete. And you can add general connotations by writing in little notes, to explain the rules behind the example more clearly.

The reason that we don't just stop there is that our game development tools require everything to be spelled out exactly - they cannot extrapolate from these examples, because there is so much ambiguity. It could mean this or it could mean that.

However, we run into a similar problem when trying to communicate our ideas to other people who are helping us make them into a reality. Especially if we are designers and we are telling programmers what to do. How do we solve this problem with other people?

Part of this is by clarifying with more examples when an area is unclear. Kind of starting at the highest level and breaking it down into more specific situations when necessary. Another part is through conversation, asking "It sounds like you're describing this... Is that right?" and responding "Yes, exactly!" or "No, I was thinking something more like this..."

Both of these could be accomplished with a special computer program instead of a human programmer. Maybe not as well, especially in terms of accuracy of translation, but in some ways better - particularly, in the time between your description of a design and seeing something on the screen. And this increase in speed could make up for the lack of accuracy, since you can adjust and correct much more quickly. And as a result, make use of exploratory design instead of architecture.

Break dynamics down into stories instead of rules. A playthrough of the entire game could be an example story, and you could create example stories of successively smaller and smaller pieces of the game until you have specified it completely. Or completely enough.

The tool generates possible rules that could create the situations you specify, and presents several for you to try out. Most likely none of them work the way you want. Pick the one that's closest, and let it generate more possibilities based on that. It's an evolutionary search. Like Biomorphs.

And stories don't always have to be specific stories about specific instances. They can be more or less abstract and universal. Like Raven, with a capital "R", who is both the character Raven and all ravens and all tricksters at once. Or the princess in the tower, or the wise old man, or the dragon in the cave. Or the stick figure on the crosswalk sign who represents all pedestrians who could ever walk this way. There is a continuum between the specific and the symbol.

I am particularly inspired by the concept of the Dreamtime. The translation of this name is misleading, as it does not refer to a time in history. It is like a parallel slice of the world running alongside and underneath the specific, physical world, where the gods and heroes walk, creating and personifying the dynamics and processes that underlie everything we see in reality.

I want a tool where I can not only shape the world as a level designer, but also shift into the Dreamtime and shape the dynamics of that world as concretely I would shape the placement of coins and mushrooms.

When this happens, we will get our interactive art.

2009/12/31

Increasing Clarity

Recently I wrote about motivation. Now I'm thinking about clarity. Clarity is the ability to see your goals and see what you need to do to accomplish them. Like Neo at the end of The Matrix. Motivation is the energy to actually accomplish your goals. But without clarity, it's hard to be motivated.

I've noticed that some things decrease my clarity, while others increase it. One of my resolutions for the new year is to do the things that increase my clarity and avoid the things that decrease it. Sounds simple, right? But it's easier said than done.

If I'm very low on clarity, it's hard for me to choose to do things that will increase my clarity again. It's like being drunk - it impairs your judgment so you think you're fine when you're actually not. So I'm coming up with a list of things I can do that will reliably increase my clarity. If I look at these things and get anxious, it probably means I'm low on clarity.

Here are a few activities that can help me increase my clarity:
  • yawning a lot (seriously!)
  • taking a nap
  • meditating
  • doing yoga
  • walking outside
  • running outside
  • practicing Aikido
  • practicing Persian ney flute
  • freewriting with my eyes closed
  • listening to music with my eyes closed
These are all things that help empty and clear my mind so I can see what is truly important. They relax me when I am tense or obsessive or when my mind is buzzing.

Things that fill my mind decrease my clarity. This includes browsing the web, checking email, or eating lots of carbohydrates. Sadly, I don't yet see a way to get rid of these entirely. Instead, I will do my best to balance them with clarity-enhancing activities.

Happy New Year! :)

2009/11/30

A Briefly Lucid Dream

You may be wondering what I've been up to. Or not. But I'll tell you anyway.

I've been working on my Flash physics engine, in particular, the collision detection and response. It's been a lot of fun. It's great to be solving interesting problems that I care about, being able to fix things and see them have an immediate affect, and build cool things that actually exist, instead of just being in my mind. The latest cool thing I've built with it is Engine Prototype 05, a ragdoll and a ball.

I expect to continue working on that for the next week or so.

I've also added a bunch of stuff to my deviantART gallery, like this weird painting of a scene from Ishmael, and a bunch of my nature photos from last year.

And I learned that yawning is the best thing ever, like yoga or meditation but easier, so I've been yawning constantly for the last few days. And I expect to continue doing so. *yawn*

Anyway, this morning I had a very brief period of lucidity while dreaming, falling asleep again after waking up early. All my lucid dreams so far have been wake-back-to-bed occurrences. I thought you might find it interesting.

2009/11/30
I was walking along a sidewalk, thinking somewhat abstractly about how I seemed to have just been dreaming. Then suddenly I realized that if that was true, then I was still dreaming. I immediately lay down on the grass and tried to see it up close, but all I could see was an indistinct blur. I couldn't see my hands either, so I knew that this was a dream.

Then the scene couldn't hold itself together any longer and it shifted somehow. I found myself talking with my parents about what had just happened, and I wasn't really sure if I was still dreaming or not. From there, I got carried away by the dream and lost my lucidity.


After writing that down, I happened to read the previous entry in my rarely-updated dream notebook, from earlier this year. I found it quite intriguing and poetic, and thought it would be worth sharing here.

2009/01/25
I was hiking a winding path in the snow along with many other people. They had lost hope. The majority had decided that the best way to go would be to nuke the whole place, with them in it. I didn't want to. But the missiles were coming.

I was terribly anxious. I could not bring myself to surrender to the situation and accept it. When the explosion came, I woke up. It may likely have been a false awakening.

I felt better about it then, that maybe death is just waking from a dream. I remember thinking, back in the snow, that I wanted to keep this identity and all its memories and attachments to people, that I couldn't be ready to merge with oblivion and leave it all behind.

My second dream was about these traveling people who were also sea creatures. As they imagined their future, they saw themselves falling into water, which they feared.

I pushed them into the water, and they suddenly realized that they were meant to be in the water, that they were already where they wanted to be, free.


What do you see when you imagine your future?

2009/11/13

Understanding Time

I've been trying something new today.

I have a tendency to get stuck when I'm on the web - checking email, posting on Twitter, reading articles, replying to forum posts. It's like I start turning to stone, my mind gets stuck inside the computer screen. I think fifteen minutes have passed when an hour has gone by.

This is a problem. Not only do I end up spending more time than I want doing trivial tasks, I also neglect my basic needs and can easily go without eating lunch just because I suppress the physical pain I feel in order to focus on taking care of just a few more emails, a few more replies, a few more articles.

And now, I think I've found a solution.

The main problem is inertia. The longer I sit there in front of the computer, the more reluctant I am to get up. So I keep myself mobile - getting up and walking around every so often. But how could I make sure I do this?

It turn out that the answer is easier than I expected. As I found this morning, all I have to do is set a timer for five minutes, and put it in another room. When the timer goes off, I get up from the computer (that's the hard part) and walk over to the timer. I don't have to stop using the computer after that, I just restart the timer and go back to whatever I was doing. And then I do it all over again in five minutes. And five minutes after that. And so on.

I haven't had any trouble getting up for the timer - after all, I never let myself sit down for so long that I get completely stuck. After a while it becomes instinctive, Pavlovian, like waking up to an alarm clock. The hard part is making sure I get enough of a mental break that I can actually slow down and get some perspective before going back to the computer.

One thing that helps me is to put the timer in a different place every time. Hide it, even. This forces me to engage with the physical world, to acknowledge the third dimension, to get out of my head and get in touch with the place where my body lives, if only momentarily. Plus it's kind of fun. It helps me experience my ordinary surroundings in a new and refreshing way. And it's such a weird feeling to be looking for this timer, guided only by the sound of it beeping, with no recollection of where I put it just five minutes before.

What's strange is that already I find myself getting up naturally at five-minute intervals, right before the timer goes off. I get up for a drink of water (thanks to my newly instilled mobility) and then a few seconds later there goes the timer. Very interesting.

But the most striking thing about this whole exercise is how horribly skewed my perception of time is. I don't know if my timer's broken, but it feels like that thing is going off every two minutes, not every five. And I'm pretty sure the timer is working, because even my computer clock agrees. Yet almost every time I hear that timer go off, I'm thinking, "How has it been five minutes already? I just sat down!"

One thing that might help is to keep track of how many times the timer has gone off, writing down the current total every time I restart the time. I could write it in terms of minutes, even. Because it really feels like a lot less time has passed, and this might help me tie the feeling to the numbers.

Hopefully, using these timers will retrain my brain to perceive time more accurately. Who knows, maybe it will even help me in long-term planning. Though I might need another tool for that.

There are a lot of useful things you can do with timers and productivity - for example, the "48 minutes of flow" mentioned in this article. I've done something similar before, and it helps. It's just a matter of using your physical (or virtual) environment to reinforce your goals. It's like level design, applied to your own life. Why not?

You could even use this mechanic in an actual game. Put a timer in the game and give them a little reward for responding to it when it beeps, and the ability to put it somewhere else and start it again. Kind of like the Milano cookie effect in reverse. Could be useful.

2009/11/06

Deconstructing Artificial Emotions

A while ago, Daniel Cook wrote a game design article about how to provoke artificial emotions in players. His suggestion: give players a physiological nudge somehow, raising their heart rate, getting their adrenaline going, and then provide contextual cues about what emotion they should be experiencing at the time. And apparently, the players will be tricked into thinking they're actually experiencing the emotion you've set up.

Are all emotions are artificial?

I don't know, but I have noticed some interesting patterns through my own introspection.

Anger and sadness and frustration and despair, before they solidify into these emotions, start out as an indistinct feeling of tension inside. It is possible to focus on this tension before it is nudged - by my own assumptions and expectations - into one of these negative emotions.

The thing to remember is that the tension is all internal, in my own mind, and not somewhere outside in anyone else or any thing.

At the point where I notice this tension, before it becomes a full-blown, directed emotion, instead of reflexively reacting to it, fighting and getting defensive, I can listen to the motivations behind it. This is empathy. It's a lot like Aikido, except with emotions instead of physical attacks.

First of all, I can think of what expectation or fear or desire or need is causing this tension that I feel, and then, even further, I can think about what need or tension is behind the other person's actions or speech if another person is involved. Maybe this will help me resolve the tension or at least let it pass through me without escalating into something bigger.

One thing that sometimes helps me dissipate dangerous levels of tension safely is to listen to very fast, energetic music while lying down with my eyes closed. After a while, I can transition to more calm, repetitive music while I try to empty my mind of the assumptions and beliefs that are directing my tension outward.

Those who can maintain their composure and relaxed attitude even in difficult situations have probably mastered this ability to release internal tension before it manifests as emotion.

2009/10/24

Books, Portals, Doorways in the Mind

Continuing the discussion from my art museum notes, on books.

The cover of a book, a portal, is treated as a symbol by the brain. It stands for that which it contains.

And if there is some anxiety or aversion to the content beyond this gateway, the brain will find it easy to project its fears and assumptions onto this cover without ever opening it again to see what is really there. Symbols are whatever one projects through them - they will never talk back to refute one's ill-founded assumptions.

So if you want something to be seen or read that someone holds some reluctance towards, don't leave it out, closed, a symbol easy to dismiss. Instead, leave it open.


There are activities that are good, but are seen with apprehension or distaste by the mind, reducing the entire activity to a symbol, replacing the book with the cover. There are also cases in the reverse.

A better analogy might be doors - hints or suggestions thrown up by the mind, that seem appealing but lead to unfulfilling courses of action.

For example, I might think of a positive memory or feeling associated with deviantART. This is like a door - it then stands for all of deviantART in my mind. I am compelled to pass through the door and go onto the website.

But the experience I get there is not what I had hoped for, not what compelled me to go on in the first place. But of course by the time I am past the door enough to discover this, I can hardly find my way back.

I am very glad that I have been able to identify this behavior pattern, because now I can consciously choose not to open whatever doors look nicest, but to predict what will actually be a fulfilling course of action.

All those fairy tales and stories about the path that looks easiest, the path that's actually most treacherous - maybe they were actually about this.

2009/07/12

Several Intriguing Ideas

More ideas? Yes, indeed! I'd like to share with you several intriguing gems I've recently unearthed from my idea notebook:

2009/07/12
A game about guerrilla gardening, where you collect seeds and construct seed bombs. You would go on bombing runs where you try to turn vacant lots into gardens or break open pavement by putting certain kinds of seeds in the cracks. Like a collectible card game, it would support a variety of play styles that would appeal to different kinds of people. But instead of collecting cards, you collect different types of seeds, and instead of building decks, you strategically construct seed balls, and instead of dueling, you go out and try to plant your 'bombs' without getting caught. The concept also makes use of a slowly evolving world that changes as the plants grow, much like a turn-based strategy game such as Civilization. I think it could really fun.

2009/07/02
Try making a physics-based strategy game that derives its gameplay and complexity from the basic physical rules rather than a complicated set of components and interactions. The purpose of this approach would be to make the game intuitive enough to pick up and play without a tutorial, which is very difficult for the typical RTS.

2009/05/26
A game to help you notice the weather and how it changes. In this game the weather would have a big impact on the gameplay. Your character could be warmed up by the sun, or rained on, or snowed on. There would be a sort of 2D map of clouds blown around by the wind, so if you look up into the sky and see which way the wind is blowing, you can predict what sort of weather will be coming your way.

2009/05/17
An art tool where you manipulate shapes or direct streams of particles, but instead of choosing options and colors with a toolbar, there are 'seeds' that appear. You can either ignore these seeds or cultivate them and use them as new colors or shapes in your drawing. There would be a sort of genetic algorithm at work, where new seeds would appear based on existing elements on the screen, while neglected seeds fade away. The idea is kind of similar to the way that new goo balls are actually crawling around on the structure itself in World of Goo, not in a menu.

Like the sound of these? Let me know what you think! :)

I especially like the first one, about guerrilla gardening, and I'll probably try to make it into a real game some day. Let me know if you want to help.

2009/07/07

A Handful of Interesting Ideas

I keep an idea notebook, which I make sure to write in every day. Sometimes I come up with some interesting ideas for games. Here are a few I thought I'd share:

2009/07/03
A story or game about someone who is used to living lightly and is very self-sufficient, who finds a child or animal and chooses to care for it. That could result in some interesting tensions, where one's way of living has been optimized for solitary life, and then must suddenly change to accommodate another. It could be interesting as a minimal game like Passage or Gravitation. Another interesting twist could occur when for some reason it is time to give up the child, and discover what it's like to go back to solitude, or create a new lifestyle.

2009/06/29
A game about freedom and proactivity and breaking out of the control of the game itself, based on the idea that you should "vote with your money." It could be a shooter where you can buy upgrades and such, but the money you spend goes to whatever faction that is selling the item. Different factions control and deploy enemy ships, and the more money they have, the more powerful they are and the more the other factions seek to imitate them. It could be a genetic algorithm influenced by your spending choices. When you first start the game, it seems that you have no choices, where one wrong move means instant death. But you can slowly expand your circle of influence by spending your money wisely.

2009/06/26
An iPhone game to promote basic visual awareness, where you choose a color for the day, and try to notice all occurrences of that color as you go about your activities. When you see the color, you show it to the iPhone's camera to have it counted toward your score. The more the better. Difficulty could be varied by changing the threshold for detecting equivalent colors. The more precise you have to be, the harder it is.

2009/06/22
An audio-only game where there are objects positioned along a horizontal line, whose positions can be determined by the stereo sounds they make. You could move a turret left and right and shoot, like Space Invaders. Your turret and all projectiles would make sounds also, so you can track where they are and get a feel for how the sound and input map to the virtual space. Distance could be represented by volume. Maybe even pitch and texture and other things could play a role, in the background. It could be a full shooter in sound, without graphics. Maybe it could be made musical, to be like music with meaning. And when you upgrade your weapons or your turret, they would sound cooler than before!

Any thoughts? I particularly like the "vote with your money" game and the audio-only shooter. Maybe I'll have a chance to make them sometime. Let me know if you want to use the ideas yourself - maybe we can collaborate!

More cool ideas on the way! :)

2009/03/04

Planet Earth Is Awesome

And I mean that literally. It inspires awe. Have you had the chance to see any episodes of Planet Earth yet? Amazing. I really want to start watching those again.

The Earth is a beautiful place. I never realized how out of touch I was with the rest of life on this planet until this film brought it home to me. The sheer scale of this world, and what it means for all these millions and billions of species of plants and animals to exist. They're not just pictures in a book. Each one of them must do, and be, in a different way, every day.

There is life being lived beyond the human world and even if all humanity faces extinction, I am content that life continues to live, fragile but vigorous.

I should make a game about that. ;)

2009/01/14

Adventures in Lucid Dreaming

Lucid dreaming is a pretty fascinating phenomenon. You may have heard of it. A lucid dream is one where you realize that you are dreaming and thus can consciously control what happens to you. They are often more vivid than normal dreams, depending on how "lucid" or self-aware you can be throughout the experience.

What I find particularly interesting is the way that you influence a dream. To make something happen or come into being in the dream world, you expect it to be so, until it is. This says a lot about how perception operates. If you're interested in learning more, I'd recommend starting with the book On Intelligence, by Jeff Hawkins. It presents what is probably the most viable hypothesis that I've yet come across for how the brain actually learns and makes predictions. Read it and reflect upon this connection between expectation and perception in lucid dreaming. Perhaps you will notice some similarities in your waking life.

Training yourself to have lucid dreams is not easy. I have had only one lucid experience that I can confirm with any certainty, and it happened without any planning on my part. Apparently, it was triggered by what they call the wake-back-to-bed technique. Fortunately, I keep a notebook by my bed for moments like these, and upon waking, I was able to write down what I observed before the memory of the dream vanished completely. You may find it an interesting study. :)

2008/10/24
I had a lucid dream. Or at least, I dreamed that I was having a lucid dream. The experience was considerably less lucid than my true waking state, but it was more lucid than my usual dreaming state. I had this dream after going back to bed after my alarm went off, so I must have had that idea of lucid dream close to mind when I went to sleep.

When the lucid segment began, I was imagining that this was a French king's house, whose cooks were one by one presenting dishes and desserts they had made and were not going to let me eat, me being no guest of the king. But then one of the cooks seemed to recognize me as the king because he let me in and started telling me about all the various dishes he could prepare for me. During this time I was wondering whether I'd be able to taste anything while dreaming, and then managed to conjure up the taste of salami. This was my first lucid act.

Shortly after this, I found myself in my own familiar kitchen, frantically looking at all the digital clocks to test for dream-ness, increasingly ignoring the cook talking to me. Sure enough, the clocks would show drastically different times upon subsequent inspection, with the exception of the microwave time whose dial was being turned and whose numbers were increasing regularly while this motion occurred.

Then I decided to look out the windows and conjure up a lush green setting. It took a moment or two for the view to solidify, but when it did the weather outside was raining hard and the trees were leafy and wet and lush. Sitting on the fence were several turkeys, calling. They may have been vultures. I'm not sure where they came from - I certainly didn't ask for turkeys!

While in the kitchen I found that I had to keep moving my attention, or a sort of blankness of mind would loom where I rested my gaze, threatening to toss me into a new dream devoid of any lucidity. The experience of lucidity in the dream was thus like the experience of being deep in the computer screen, tired, on the web for several hours - I had some capacity for conscious decision-making, but much less than normal.

I don't remember dreaming of falling asleep afterward, but I do remember dreaming that I had woken up. Not that I bothered to go through the experience of finding myself in bed and getting out of it - I just seemed to have hit a switch that told me I was no longer lucid dreaming, and therefore concluded that I must be awake, which I was not.

Eventually, I really did wake up and immediately wrote all this down before I forgot what happened. And so, here we are.

Interestingly, I often find that while dreaming I implicitly understand that I am in a dream, though I only rarely become explicitly conscious of the fact. So if someone in the dream were to say to me, "Are you dreaming?" I would be likely to reply with, "Yes, of course," and then continue on as if nothing unusual had been revealed. About a year earlier I had one dream that illustrates this fairly well. I thought it was rather poetic. :p

2007/09/10
At one point in my dream, I was outside on a sort of grassy ridge or hill overlooking a large, dark brown building that had been the focus of the dream events previous. I climbed up onto the top of a chain link fence there, and looked up at the bright, but cloudy and overcast sky. I had an implicit understanding that I was dreaming, but was not particularly conscious of it.

I decided, perhaps to get away from the place that I was in, that I would like to fall towards the sky if I let go, rather than back toward the earth. I knew that since I was dreaming, it would happen that way if I believed it would. So I imagined myself falling up towards the sky and convinced myself that I would do so.

Then I let go, and fell through the sky. It didn't hurt as much as I expected. I'm not sure, but I believe that I ended up in a new dream place then.

Dreams are pretty awesome. They make for a good discussion topic if you want to have a meaningful conversation with someone you don't know very well. Strangely enough, I've found that people are often eager to share their dreams and hear about other people's dream experiences even when they might be bored or uncomfortable discussing other topics.

2009/01/10

Games and Perceptual Apathy


A while ago I had an interesting discussion with Krystian Majewski on his blog post about The Hardships of Location-Based Games. He's been working on a game called Illucinated, which uses real photographs for its graphics so he has to actually venture out into the real world, at night, and sneak past security guards and giant spiders and such to acquire these precious goods. Someday, I hope to be as cool as that.

But in the meantime, I can write about it. One reason games are cool is that they change the way you look at things, as this article suggests. At the very least, they change the way you look at things on the screen, which goes from a confusing mess to a dazzling field of opportunities and dangers. And if the game takes place in the real world, well, that's where things get interesting. As Krystian Majewski commented about his game-like outdoor excursions, "You start seeing places in different ways. Going by some piece of architecture you wonder how it will look in the night and you start appreciating seemingly mundane routes in the cityscape."

That sounds like fun. Wouldn't it be cool if there were games specially designed to enhance your experience of the real world, designed to let the fun from the game itself spill over into your real life? Let's see what we had to say about it, way back in 2008.

axcho said...
  • That sounds so much more exciting than anything I'm doing. Thanks for that 10 Gnomes link - really interesting. I never realized people were doing things like this, except maybe IvoryDrive. I like these games using real-world environments and visuals and such - lets you use your perception to a much fuller extent than usual on the computer.

    Speaking of perception, I really like that last paragraph, about the activity becoming like a game and restructuring the way you see the world around you. In fact, I'll quote it right here because I like it so much:

    "But the experience is amazing at the same time. It brings so much physical experience into the Game Design. It becomes almost like a game itself. Like a strategic version of Parkour. You start seeing places in different ways. Every time you see a path in the bushes your reflexes to investigate kick in. Going by some piece of architecture you wonder how it will look in the night and you start appreciating seemingly mundane routes in the cityscape."

    This way that games can force your perception to come alive and appreciate what's there is something I'm really excited about. Once people have a framework of goals and interpretation of affordances and obstacles, their perception starts popping out in ways corresponding to the game structure. I'd even say that all of perception can be thought of as structured and brought into being by games, for a rather loose definition of "games".

    One thing that really opened up my perception with respect to appreciating the world around me, particularly plants, was when I started making musical instruments out of bamboo. I'd start noticing bamboo wherever I went, evaluating based on size and quality for harvesting and such, practically salivating at the sight of the better specimens. It turned me on to the aesthetic qualities of bamboo.

    Then as I learned about L-systems I started noticing the aesthetic qualities of other plants. And once I started browsing deviantART and doing photography I became even more aware. Going through the book Drawing on the Right Side of the Brain opened it way up, and so the process has continued, until I can see just about everything around me as beautiful, if I take the time to do so.

    I want to use games to help people see the beauty around them (among other things). A few games to start punching some holes in one's perceptual apathy, and hopefully the process will accelerate... The interesting thing is that it often takes exposure to a new environment (like a new game, or a vacation to another place) where your old perceptual habits and blindness does not apply, in order for you to start opening up. At first I would take photos only on vacations, but then I eventually started seeing the beauty of my everyday world. I want to be able to make games that allow people to transfer their transformed perception back to daily life.

    In short, I am inspired by your bold exploration and reinterpretation of the real, physical world you exist in. I wish I would let myself spend more time in the real world instead of squeezing my mind into such a small computer screen every day.

    I think that's my cue to stop typing. ;) Thanks.
    August 30, 2008 11:28 PM

Krystian Majewski said...
  • Wow, thanks for the detailed comment! I've noticed IvoryDrive over on Kongregate. Interesting how he seemed to have similar experiences. These 6 messages could come just as well from me.

    I noticed too how getting out - especially on vacation - usually inspires me to do games. I know that I'm not alone too - the first Prototype of Braid was also created on holidays.

    As for noticing things. I guess this is some kind of reverse-inattentinal blindness. I noticed it too on several occasions but it never occurred to me that you could use games to intentionally to "teach" people to see things differently. Good thinking! Another good reason for using real environments.
    August 31, 2008 3:37 AM

axcho said...
  • Oh, you're welcome. I guess it had been too long since I had written a decent blog post of my own, so I went ahead and relieved myself on yours. :p

    IvoryDrive's an interesting guy. I don't think I'm cool or exciting enough to be like you or him, but at least I can admire from the sidelines. ;)

    Reverse-inattentional blindness is basically what I'm talking about, yes. I've come to believe quite strongly that being able to put more conscious effort into perception, and to be rewarded by finding beauty, is a very important skill to have.

    As another dA artist artbytheo said to me, (and I hope he doesn't mind if I quote him here)
    "...I think what's happening in our world today is that 'they' are trying to convince everyone the world is a horrible place. 'They' want us to keep our eyes closed and not see the world is actually a beautiful place, so we keep watching 'their' stupid tv shows, news broadcasts, and buy endless supplies of clothes, cars, and other useless shit.

    The goal of the game would then be to make people realize this."


    And as he clarified later,
    "There really isn't a 'them' as an evil body of powerful rulers that is actually controlling the show. It's all of us working all together in a huge body called humanity (and smaller cultural bodies of course)."

    Reading books such as Awareness by Anthony De Mello, and Beyond Civilization by Daniel Quinn, is what has really focused my thinking on this subject.

    You'd think I'd have enough on my plate trying to make cool new experimental games and games to transform education without also trying to use games to get people to open up their perception and save the world... :p

    Anyway, I still owe you an email about the Adopt an Invader concept. I'll start on that right now.
    September 2, 2008 2:56 PM

How about that? The world is a beautiful place... if you can learn to see it. Are you ready? :)

A few games to start punching some holes in one's perceptual apathy, and hopefully the process will accelerate...

2009/01/01

A Blessing for the New Year

Happy New Year! :D One of my New Year's resolutions is to update my blog once a week rather than once a month. I thought I'd start off 2009 with this, originally posted on the MochiAds community forums.

Now 'prayer' and 'soul' are not words that I have ever had much occasion to use. But I think I'm starting to understand what might be meant by someone who uses the word 'prayer', or 'blessing', and where those concepts would fit into a worldview or practice. You see, words are magic. They can be quite powerful in shaping one's expectations, one's mindset, one's perceptual field. And I'm glad to use whatever tool I can get my hands on, if it helps me bring my life more in line with my goals and values.

So, given that, here's a nice bunch of words I've come across recently that felt particularly relevant to me, and how I'd like to be, and now I'd like to offer them to you all, my fellow game developers. :)

A Blessing

May the light of your soul guide you.

May the light of your soul bless the work you do with the
secret love and warmth of your heart.

May you see in what you do the beauty of your own soul.

May the sacredness of your work bring healing, light, and
renewal to those who work with you and to those who
see and receive your work.

May your work never weary you.

May it release within you wellsprings of refreshment,
inspiration, and excitement.

May you be present in what you do.

May you never become lost in the bland absences.

May the day never burden.

May dawn find you awake and alert, approaching your
new day with dreams, possibilities, and promises.

May evening find you gracious and fulfilled.

May you go into the night blessed, sheltered, and protected.

May your soul calm, console, and renew you.

~ taken from page 160 of Anam Cara by John O'Donohue

All that stuff is much easier said than done! I guess that's why we keep saying it - to remind ourselves of what we're aiming for. ;)

Here's one thing I've been trying to put into practice - my own words this time:

Don't get overwhelmed or anxious about possibilities or lost opportunities - just make a choice.

As Eskil Steenberg wrote, "In every situation you find yourself, there are limitations, disregarding how much power you accumulate. So being creative is really about finding the possibilities of what you have rather then the limitations of what you don't."

Just do the best you can, right now! You're here, now - make the best of it. :)

2008/09/30

Exciting and Interesting Cool Things - Part 2

I've just started reading a book called The Spell of the Sensuous, by David Abram. So far, I've quite enjoyed it. Coincidentally, someone has gone through the trouble of typing up exactly the part of the book which I have read - the first chapter. So if you read that part, you'll have about as much reason as I do to be excited about nature games.

(...though you might have to read the Mountains and Waters Sutra too, which could be painful)

So, nature games? What am I talking about?

Well, not too long ago* I read this article online called Let there be life: Games go organic telling how "Developers are nursing creative gameplay out of Mother Nature's mulch" - in other words, getting game ideas from nature.

Besides being introduced to some cool titles like PixelJunk Eden, and the enticing projects going on at Cambrian Games, reading that article has made me wonder whether there might be a real trend here, with new games drawing on nature (or, the real real world) more and more. Because you know, while it's great to keep coming up with new ways to shoot aliens, there's a lot more variety to be found outside, if you look for it. Every species is playing its own game. Even aphids.

Plus it brings us back to our roots, as humans and members of ecological systems. On Lost Garden not too long ago* Daniel Cook wrote up a gameplay analysis of his life-inspired game idea Shade, based on playing a prototype submitted by a reader of his blog. What he found was that "Searching for the perfect mushroom is exciting", and "The dynamically changing world is exciting". He thought the game might be made even more fun by adding more varieties of mushrooms with different growing cycles, and creating "a dynamic ecosystem" by adding predators and seed carriers and more complex mushroom interactions.

This sentence in particular caught my eye: "The fact that the world was living and growing was immensely satisfying." Wow. Well, considering the fact that we, as humans, evolved, were created, to live as active participants of a world that visibly, loudly, lives and grows, what else could you expect? The way so many of us manage to shut out that living, growing world in favor of a world so dead we have to play games to give us that feeling again - well, that's the strange part. This trend, perhaps, of games that come from nature? That's the trend that makes sense.

As I wrote in a comment on that Shade gameplay analysis:
I'm also encouraged by the way these elements of fun that Danc has identified seem to reflect tastes that would be well-suited to people making their living through gathering and hunting food in the wild, as they have throughout the majority of humanity's evolutionary life. It just makes these games seem that much more wholesome. :)

Oh, and if you're wondering, the image above is from the artistically and biologically inspired new game Blueberry Garden. The game is still under development, but the author has released a trailer that looks very promising.

*too long ago

In other news, it seems that there is an intriguing new indie MMO under development, with a rather unusual, if somewhat pretentious, name - Love. I don't know much about the gameplay, but the art style is like a cross between the color script for The Incredibles and a digital speedpainting. I've always thought it would be cool to have a game with that art style. And well, there you go - a game with that art style.

The game's author, Eskil Steenberg, has a blog. It's a very interesting blog, very indie... I like it. I was inspired and encouraged by one post in particular, in which he says that All true renegades walk alone.

"In every situation you find yourself, there are limitations, disregarding how much power you accumulate. So being creative is really about finding the possibilities of what you have rather then the limitations of what you don't."

In fact I found it more directly inspiring even than the now-famous Last Lecture by Randy Pausch. Needless to say, I identify quite strongly with the sentiment expressed by Eskil Steenberg throughout his blog.

  • While we're on the subject, I think I've fallen in Love with another game idea: Adopt an Invader. It's like Spore would be, if it were designed by Lost Garden, for the graphing calculator. Awesome.

I've also been looking into rapid prototyping again, since I've got so many games I want to make and so little time. I figure that if I can crank out a quick gameplay prototype for each of these ideas, at least half of them will reveal themselves to be horrible ideas that should never be played by anyone, let alone developed into full games. Then I can cross them off my list, without having gone through the trouble of actually finishing them.

But my secret fear is that all my ideas are so amazingly good, I'll have no choice but to make all them. ;)

Anyway, make sure you check out How to Prototype a Game in Under 7 Days, the definitive how-to article on rapid game prototyping from the four grad students who started the whole trend. Good stuff.

2007/03/13

Seeing Art as Games

For the first time in my life, I find myself acutely aware of the changing seasons. Having grown accustomed to the moods and aesthetic of winter, I was quite surprised to see green buds appearing around me. Now it seems that everywhere I look there are cherry blossoms blooming! And since I take much of my own mood and inspiration from my surroundings, this matters.

This enhanced artistic awareness in general is all thanks to deviantART, where I've been spending a lot of time building up my art appreciation skills over the last few months.

However, I notice that when looking at any new type of art, my first reaction is to think of it in terms of a game. Oh, that would be an interesting art style for a game. That looks like an interesting environment to explore in a game. That character would be an interesting one to encounter in a game.

Kinda pathetic, ain't it? Well, I know that the artists are able to see their art in a richer way than that. So I thought it would be a good idea for me to take some art classes in order to learn how to see the art the way the artists see it, and not just as a bunch of messy paint. Because I'm sure there is something there - tons of people consider their art worthwhile and fulfilling, even if it is not understandable to the average person.

Once I can see this art as the artists see it, maybe then I can turn this around and see new possibilities for games inspired by this new way of seeing - beyond the spatial and symbolic systems of existing games to explore other aspects of human experience.

On an unrelated note, I hear that Gish 2 is under development! Woohoo! I am tingling with anticipation and also making funny noises. Mmm... Gish 2. :D

2006/11/26

Motivation and Structure

I don't know about you, but I often have difficulty getting motivated to work on school assignments. Even moment-to-moment, I just don't have any clear idea of what I should be doing, of what exactly is the best action to take. The only place where it really flows is while playing a good game, or surfing forums on the web (or of course working on a project, which is not so much of an option during the school year). I suspect that this is true for many people, particularly the typical Flash games audience.

As I mentioned in a recent post, most Flash games are all about the reward structures, the path you take through the game, rather than the play itself. These games very overtly lead the player along with carefully (or not so carefully) spaced goals and rewards that create a continual sense of accomplishment and purpose.

This is just my speculation, but maybe for the general audience of Flash, these games are one of the few places they consistently get that feeling. They may be aimless in school and in trying to deal with the increasing responsibilities of adulthood. :p

In other words, in many aspects of real life the goals are just not clear, and the feedback is delayed or inadequate. This means flow is harder to achieve, and learning is more difficult. Obviously with much of life, this is appropriate, as it's not simple or easy to learn how to live life, but many of the subjects taught in schools could be effectively encapsulated in this way.

If you're trying to impart a body of knowledge, like inorganic chemistry for example, it would be possible to set up a learning experience that leads the player along with ample goals, feedback and rewards in order to create flow. I think most students would agree with me that most chemistry textbooks are insufficient in this respect. Instead, an electronic game would be better suited for this role.

But once you get to the real interesting stuff, where science takes place through pushing the rules, interaction with other players, and so forth, creating the smooth ride of a well-oiled game is not completely possible. However, there do exist games and communities around such boundary-pushing activities as well. Look at the communities that have built up around hacking or modding games, or even the many people exploring the Line Rider universe.

Here we are getting into motivation beyond the goals encapsulated inside a little game. Whether you are looking for social recognition or mastering the system or something else, the feedback, the reward structure, is less immediate and you must supply your own motivation to bridge that gap.

Scientific interest, and perhaps more significantly in the past, religion, has often supplied people with an overarching context to structure their motivations. I was just talking to a guy about this a few weeks ago and he noted that, contrary to popular belief, there are in fact interesting things to do outside. With the right mindset, you can apparently have a lot of fun observing patterns in nature and trying to explain why things are they way you see them: why these kinds of trees grow over here, while these grow over there; why the shoreline is shaped the way it is; stuff like that. Obviously, there is hardly any feedback to test your suppositions against, short of going through a lot of expense doing scientifically controlled experiments, but the right kind of mindset can bridge this shortcoming and find enjoyment.

More specifically, a scientist might enjoy trying to interpret natural phenomena in this sort of freeform way, because of the context for looking at life that science provides. On the other hand, I might like to imagine how one might navigate these trees and the shoreline in a game environment, because of my game-obsessed view of the world. And then the many other mythologies and religious interpretations lend their own unique ways of seeing things, of decision-making, motivations. Seeing a raven and understanding it not just as bird but also in the context of its role as Raven the trickster. Or seeing it in terms of its role in coastal forest ecosystems, whatever that is.

So, what I'm trying to do here with this post is to illustrate the significance of motivation and structure throughout all of life, and perhaps a dangerous lack of this kind of flow in modern culture. You wonder why kids play these stupid games so much? Yeah, most of these games are pretty stupid. But that's one of the few places they can get this experience. People aren't learning how to experience flow, how to bridge the gap with their own motivation.

Games, science, and religion. They are much more closely related than you might think, and will probably become more intertwined in the future. And that's a good thing.

2006/10/29

Iaido and Tea

I just heard a great quote from one of my Aikido teachers; I hope he doesn't mind if I reproduce it here. He said that "Iaido is the tea ceremony for boys." Funny, because it's true. But let me explain.

Iaido is a Japanese martial art where you draw your sword, slice up your imaginary opponent, shake the blood off and then sheathe the sword again in one fluid motion. Well, maybe several fluid motions. But fluidly, either way. The name "iaido" literally breaks down into 'i' - being, 'ai' - harmony, and of course 'do' - way. Kind of like "the way of harmonious awareness" or something like that. It's a good name.

Anyway, so similarly to the tea ceremony, it's all about everything being precise and in its place. I just realized that the reason you train, or at least work up to training with, a live blade is that it really makes you extremely aware of how exactly you're moving with the sword! Otherwise you're just waving a stick around. But if you are holding an extremely sharp piece of metal, you have to be precise, unless you are tired of having fingers that are still attached to your body. It's a tangible mental change.

The tea ceremony basically does the same thing, but let's face it: tea is girly. What kind of boy would want to spend his time perfecting his tea-serving abilities? Swords are obviously much cooler. Thus, "Iaido is the tea ceremony for boys."

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!

2005/11/01

Reaction to The Order of Things

This author, Foucault, describes a painting chronologically as a viewer's eye moves around the image. It is not a static image but a dynamic picture unfolding in a moment of numerous saccades. Foucault, describes the discovery of a window in contrast with a mirror:
"But the window operates by the continuous movement of an effusion which, flowing from right to left, unites the attentive figures, the painter, and the canvas, with the spectacle they are observing; whereas the mirror, on the other hand, by means of violent, instantaneous movement, a movement of pure surprise, leaps out from the picture in order to reach that which is observed yet invisible in front of it, and then, at the far end of its fictitious depth, to render it visible yet indifferent to every gaze."

This reminds me of my own idea of making a display which only shows the part of the scene where the eye is looking. It would be useful in a raytracing graphics engine in order to greatly reduce the number of rays cast each frame and thus make it feasible for use in a game. The difficulty is in determining where the eye is looking. This is usually accomplished by tracking the position of the eyeball with video cameras. It may be possible to infer the most likely paths for the eye to travel and only display a limited number of these areas. However, the user would probably have to practice in order to match the expectations of the system.

I am also interested in other alternative graphics techniques than the traditional polygon method. Looking at the color script for The Incredibles was very inspiring; I really liked its abstract depiction of the scenes which also showed the feeling with color and shapes. I thought that graphics like that would be very nice in a computer game, as a sort of vector graphics for 3D. Later, I thought of using a neural network of lines filled with color between them to make a display by rearranging themselves according to the scene. It would be like a living, dynamic, stained glass window.

An similar idea may be found in The Wee Free Men by Terry Pratchett.