From the archives: April 2010

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Suggested reading, spine-tingling edition

Monday, 19 April 2010 — 12:38pm | Assorted links, Film, Harry Potter, Journalism, Literature, Mathematics, Science

Last week here in the United Kingdom was Chiropractic Awareness Week, so let’s all be aware of the good news: the British Chiropractic Association has finally dropped the battering ram of its libel action against science writer Simon Singh, who had the nerve to call some of their purported treatments bogus. (I guess you could say the BCA backed out.) The lawsuit specifically targeted Mr Singh (as opposed to The Guardian, which published the contested article) in order to drain his resources with the abetment of Britain’s libel laws, and the case has become a cause célèbre exposing this country’s need for libel reform. Be sure to read Singh’s reaction to the news and Ben Goldacre’s column on the wider problem.

Elsewhere:

  • J.K. Rowling, writing in the capacity of a former single mother living on welfare, isn’t buying what David Cameron is selling. In a somewhat frivolous response, Toby Young leaps on the Tory nostalgia of the Harry Potter books, pointing to Hogwarts’ Etonian idyll while somehow neglecting to mention the conspicuously nuclear families; but anyone who paid attention to Rowling’s finer points (which doesn’t include Mr Young, I’m afraid) knows full well her politics aren’t what he thinks they are.

  • Film editor Todd Miro savages Hollywood colour grading for taking us into a nightmare world of orange and teal.

  • Roger Ebert articulates his controversial belief that video games can never be art—not for the first time, though it’s nice to finally see him elaborate on it in one place. I’m of the opinion that the entire semantic quagmire is easily evaded if we adopt an instrumental definition of art. Regardless of whether video games are even theoretically comparable to the great works of other media, our only way of getting at qualitative findings about creativity and beauty in game design is to borrow from the language of art, so we may as well consider them as such.

  • While on the subject of aesthetics: over at Gödel’s Lost Letter, R.J. Lipton’s fantastic computing science blog, are some germinal sketches of how one might study great mathematical proofs as great art.

  • The International Spy Museum briefs us on Josephine Baker, the actress-heroine of the French Resistance.

  • Paul Wells visits the Canadian forces in Kandahar and reports on the shift in the tone and strategy of their counterinsurgency efforts. This is one of the best pieces of journalism I’ve read on the present state of the war in Afghanistan and I can’t recommend it enough.

  • Strange Maps documents two wonderful specimens of literary cartography: back covers of mystery paperbacks, and a poster for a Shakespeare conference in France depicting a town that looks like the Bard.

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The greedy strategeme, pt. 1

Thursday, 15 April 2010 — 1:37pm | Board games, Science, Video games

Civilization veteran Soren Johnson, one of the foremost designers of strategy games and AI today and certainly one of the best writers on the subject, often remarks that the theme of a game is not to be confused with its meaning (slides here). Diplomacy may cast its players as the great powers of pre-1914 Europe, but it’s about simultaneity. StarCraft may put you in charge of Heinlein-esque space marines and alien civilizations, but it’s about asymmetry. If the theme and mechanics harmoniously cohere, then the mechanics can shed light on the theme in the way that art sheds light on the world. Pre-war Europe is an intriguing setting for Diplomacy because in all their backroom double-dealing, the empires didn’t take turns. Aliens are a good fit for StarCraft because you can map anything onto aliens, be it the collectivist swarm-by-numbers ethos of the Zerg or the judicious high-tech investment of the Protoss.

I am partial to this view, predominantly for reasons of aesthetics. If we are to conceive of game design as an art form, it does not suffice to decompose games into the artistry of constituent parts—the music, the models and sprites, the cinematic sequences, on rare occasion the writing. The aesthetics have to come from the specific properties that make something a game, whether it is played with a board and dice, a deck of cards, or a mouse and keyboard—and those properties come from the mechanics.

But that’s neither here nor there; I won’t elaborate today. Instead I want to turn to my favourite of Johnson’s examples: the evolution game. For your fill of Darwinian game mechanics, look not to Spore (which Johnson worked on), a game that is nominally about evolution from microbe to intergalactic juggernaut, but is actually about special creation. Back when I first played it, I wrote, perhaps a tad generously:

Let’s not bury our heads in the sand: by placing creature design into the player’s hands instead of leaving it up to random mutation, Spore inherently owes a lot to intelligent design. There’s still room for a real game about evolution in the Darwinian sense, where you set certain environmental constraints and preconditions, let a species run loose, and see if it survives in an ecosystem full of other models—kind of like how some engineers pit robots in mortal battle, but with adaptation.

Spore is a lot more creationistic than I gave it credit for; consider that the functional components of your custom-made species—the mouths, the horns, the flagella—are interchangeable parts from a specified, modular set, which is precisely what we would expect from a designing agent but not at all what we would expect from natural selection. But never mind all that. The evolution game exists, says Johnson, and it’s called World of Warcraft.

I would contend, however, that the Darwinian features Johnson ascribes to WoW are equally prevalent in most games with competitive and highly interactive player populations, provided there is sufficient strategic depth worth talking about. WoW is an evolution game because its core mechanic is community. Where there is a community of players and a developed metagame of optimal practices, strategic decisions are memes that compete for survival. Let’s call them strategemes.

Strategemes include everything from chess openings to Scrabble vocabulary: they are transmissible units of knowledge that players learn, study, and adopt—and crucially, copy. Copying them is not seen as unfair, but as an advantageous and often essential behaviour. They leave room for mutation, and we can perceive a frequency distribution of variations over a population of players and games.

But where does natural selection come into play? Let’s look at the exemplar we get from Johnson: the WoW talent tree.

Continued »

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Suggested reading, abcdelmrs deiinot

Monday, 12 April 2010 — 11:12pm | Assorted links, Classical, Computing, Debate, Journalism, Literature, Music, Scrabble

Until last week I had been out of touch with tournament Scrabble for well over a year and a half, having taken a hiatus from playing at any events. In the meantime the organizational politics in North America have drastically transformed: Hasbro decided to redirect the National Scrabble Association toward developing the game in schools and ceased to support the tournament scene, which spun off into a non-profit licensed to use the Scrabble name and a rebel organization that isn’t. The best thing to have come out of competitive Scrabble going unofficial, though, is The Last Word, a model community newsletter that improves on the NSA’s old snail-mail Scrabble News in most respects (although it noticeably lacks annotations of high-level games). If you are inclined to read about Scrabble squabbles, Ted Gest has written in the latest issue about the NASPA/WGPO split.

And now for something completely different:

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First one to play MATTEL is a gullible ouroboros

Tuesday, 6 April 2010 — 6:53pm | Journalism, Scrabble

In a stunning reminder of why news media should refrain from acting as aggregators for corporate press releases, Mattel scored a marketing coup today when it announced that an upcoming edition of Scrabble will permit the use of proper nouns. You would think this presents itself as yet another opportunity for me to be indignant about dictionary politics, but I honestly don’t care—not about the Scrabble, anyway. This is only confirmation of what we already knew: that Mattel is every bit as capable of executive insanity as its sworn enemy Hasbro, Scrabble’s corporate steward in North America.

[Edit: While I was composing this post, Stefan Fatsis wrote a piece for Slate explaining what’s going on, and CNET had the sense to talk to John D. Williams. Mattel is promoting a spinoff product called Scrabble Trickster, with cards that allow players to bend the traditional rules—kind of like the “Cheat” card in Munchkin, but less funny and presumably without cartoons. I’ll leave my original post up anyhow.]

Continued »

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