Showing posts with label fun. Show all posts
Showing posts with label fun. Show all posts

Monday, August 24, 2009

Self Education

We can say that Muad'Dib learned rapidly because his first training was in how to learn. And the first lesson of all was the basic trust that he could learn. It is shocking to find how many people do not believe they can learn, and how many more believe learning to be difficult.
I strongly believe in the value of higher education, but it's just a guidance and support network. The real motivation and effort must come from the learner. As such, I also support autodidacticism, the practice of self-directed learning. I don't just link Wikipedia pages as an academically offensive form of citation. They contain information that's genuinely useful and accurate more often than not for people who want to learn more.

There are famous autodidacts in virtually every field of mathematics, science, music, and the arts. The list includes Albert Einstein and Frank Zappa, for example. That suggests there are no subjects a self-learner couldn't learn to master. The barriers are just natural aptitude and motivation, not field of study. Of course not everyone can understand quantum mechanics. But I suspect more often than not, people are held back by a lack of motivation, not a lack of aptitude.

That's not to suggest raw talent isn't important. Famous self-learners are famous explicitly because they happened to be so excellent in their field. Of all the people in the world, on those who both try to learn physics and have the talent will become the next Einsteins. Isaac Newton is famous for his work on Mathematics, Gravity, and Optics. But he also spent years working for the Royal Mint. We remember him most for the areas he excelled at.

I don't think it much matters if you try something new and aren't amazing at it. As long as you enjoy it, it's worthwhile. Over the past few months I've been teaching myself how to play classical piano. I'll never be Bach or even just a concern pianist. But I will be good enough that I can play some of Bach's works and that's all that matters to me. More than latent ability, I believe the most important factor is the audacious belief that you can teach yourself sometime new. BrainWorks itself is the result of that belief. I started with no relevant formal training in artificial intelligence and produced some pretty groundbreaking game AI.

You don't have to pick classical piano or AI research if you don't think you're up to the task. But surely there is something you don't know but could. Can you solve a Rubik's Cube? What meal do you enjoy the most that you can't yet cook? Do you know how a television works? What about how the Enigma code was broken in World War II? Can you sail a sailboat? Do you recognize constellations in the night sky? Have you ever made a piece of pottery? Repaired an automobile? Written a short story?

Humans are far wealthier now than at any previous time in history, and the mere fact that you can read this on a computer proves it. The latest Wall Street fallout is a drop in the bucket compared to the technological gains of the past century. More wealth converts itself to more leisure time if you want it to. That makes this coming century the setting of the greatest potential renaissance ever. Don't waste that time on television or Facebook. Find something you don't know you love and master it!

Monday, July 13, 2009

Imitating Life

As a hobbyist game designer, I quickly learned a simple truth about game players:

Players always know whether they are having fun but rarely know why.

If you don't believe this, read the fan forums for literally any game you can think of. You'll see all kinds of suggestions, 80% of which would clearly make the game less fun. But when someone says, "I don't like it when this happens," then they're stating a personal opinion. It's not a debatable point-- they are certainly not having fun. This is a bit ironic. How can they know what they like but not why they like it?

The answer is that while humans are capable of self reflection, they aren't actually that good at it, nor do they usually enjoy it. Humans excel at pattern matching and general recognition problems. Not coincidentally, the vast majority of fun in games comes from what could be abstractly labeled "pattern matching".

Pattern matching is more than just seeing the Virgin Mary in a grilled cheese sandwich. In an abstract strategy game like Chess, it involves recognizing a board position as similar to one you've played before, so you have an idea for how to approach it. In Poker, you learn to recognize how a player's bids correspond with their potential hands. Basketball and football players need to recognize openings in the opposing team's defense. Party games like Charades and Apples to Apples are nothing but pattern matching: can you connect the dots between someone's gestures and a previously known phrase?

So I was intrigued after reading an article by Mark Rosewater on resonance in Magic: The Gathering. A game mechanic has "resonance" if it reminds the players of already known concepts. If you see that a dragon has the special power "flying" or giant has "trample", you don't even need to know how the game works to appreciate the design. We know that dragons fly, giants are large, zombies are slow, merfolk swim, and so on. It's just fun when a game does a good job of embodying its theme! And game mechanics with resonance are also easier to learn, since you can apply your standard intuition to situations they apply in. You would assume that a creature with flying is harder to attack and has an easier time attacking other people. A trampling giant probably causes more damage on average than another creature would. Zombies are probably weak overall, but easier to use as minions than something like a Dragon.

I confess this lesson took me a long time to learn as a game designer. The first games presented players with interesting decisions but totally lacked theme and resonance. This made them as entertaining as sudoku, which puts them the same realm as, "things I'm willing to do while in a train." Not exactly a rousing endorsement. But just because of how our brains are wired, humans just like seeing connections between abstract actions and known concepts. When kids play cops and robbers, "house", or pretend a doll is a real baby, they are taking enjoyment from resonance. Since even the very young participate in imaginary play, it suggests this enjoyment is somehow wired into our brains. Some people think of games as escape from real life, but it's specifically when games are connected to life that they are most enjoyed. A game doesn't need dragons, ninjas, aliens, or Roman emperors to be fun, but these things help a lot. Especially the ninjas.