Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Monday, November 15, 2010

Strange and Wonderful

It's been a while since I've actively updated this blog, as I've had many other obligations and duties in life this past year. Having the opportunity to express thoughts in a public forum is, quite frankly, overrated in today's world. Between email, FaceBook, YouTube, blogging, and your cell phone, there's plentiful opportunities to talk.

No, what I really appreciate is that so many people wanted to listen. There's such an information overload these days that it's actually a challenge to decide what's worth your time. This past year I confess I've been doing a lot of listening myself and not much talking.

As with all blogs, the BrainWorks blog has undergone blog drift, the phenomenon whereby a blog gravitates away from the original subject and towards whatever is on the author's mind. So I thought it would be nice to do a retrospective of this blog, categorizing all previous posts according to topic. Not everything I write is Kant, but I hope it's not all Nietzsche either.

AI - General Discussion:
AI - Routing and Aiming:
AI - Objective selections:
Programming:
Philosophy:
Science:
    Games:

    Life is strange and wonderful!

    Monday, December 29, 2008

    The Year In Review

    Today marks one year since I publicly released the source code for BrainWorks, the artificial intelligence rewrite for Quake 3. I've written slightly more than once per week, giving roughly equal time to the technology behind BrainWorks and general philosophical topics related to AI. While I have more things to write about, I feel like I've covered the basics of BrainWorks in sufficient detail. If people want to hear more about a specific algorithmic part of the code, please let me know and I'll write about it. But for this next year I'm going to focus on more abstract topics likes philosophy, ethics, religion, and the meaning of intelligence. And of course there will be computer science related topics like programming style, structure, game design and so on.

    I confess I'm been a bit disdainful of blogs. This is primarily because they are so many of them, and they always focus on the same thing: whatever the author finds interesting. The problem is that so few people have interesting thoughts. And now internet fads like Twitter have made it even easier to share information no one cares about. That's the reason I rarely link to other blogs: It's only when they have something profound to say. If I can only regurgitate someone else's ideas rather than writing new thoughts myself, those ideas had better be very meaningful. The only things worth writing are those things worth reading, and 99% of blogs break this rule.

    With that in mind, I plan on doing posts once every two weeks rather than once a week. Quality is far more important than quantity, and good posts can take several days (or weeks) of thinking to best articulate. Here's a rundown of some topics I'd like to cover:
    • Reading between the lines (extracting truth from lies)
    • Living as a non-Christian who still has Christian ethics
    • What does it mean to have feelings?
    • Designing games that invoke emotional responses
    • Intellectual consistency (why I'm not offended when people pray for me)
    • Learning how to learn
    If you want to hear my opinions on other topics, now is your chance to make your voice heard.

    Monday, August 4, 2008

    Mind Candy

    If you haven't worked in the game industry, you might think of a game designer job as a dream job. You get to create your own toys and then play with them! Well it certainly has its moments, but it's important to realize that the job is still a job. There will always be boring parts that need to be done. And more often than not, the job involves creating your own toys and then figuring out why the won't work or aren't fun. In fact, it's a lot like every other programming job except you get to make toys rather than spreadsheets, word processors, or websites. While it's fun to design toys for a living, there's a pretty high cost to it. And I don't mean the "there's boring stuff too" cost that comes with every job. Here is the cost:

    The more time you spend designing a game, the harder it is to enjoy playing it.

    The problem is that over time, you have to think of the game in terms of its individual core mechanics. But the wonder and enjoyment comes from how those mechanics are organized into something greater. No game has infinite replayability. There always comes a point where you think, "That was fun, but I won't ever want to play this game again." A game might have 10 hours of good fun, or even 100 or 1000. But no game is fun after 10,000 hours. Why is that? Why can't games be fun forever?

    Games are mind candy.

    They are a thought treat. Personally I approach games as puzzles to solve. The very act of thinking is fun, at least for my mind. The challenge is learning how the make the best move in each novel situation the game presents. As you play a game more, you learn it better. And eventually you simply recognize the situation and can play on autopilot. At that point the game ceases to be fun because it is no longer challenging. It can still be entertaining to execute the actions, and in playing I can encounter a few new challenges, but in general the candy of the game no longer tastes sweet to my mind.

    Unfortunately, my job as a game designer isn't done until I've solved the game and determined there are no degenerate solutions. The harder it is to determine a game's optimal solution, the more replayability it has. (Note that replayability just defines how long it takes for the game to cease being fun. It has nothing to do with whether or not the game is fun in the first place, or to what extent.) If it's too easy to solve the game due to an obvious dominant strategy, no one will have fun playing the game once they figure it out and all my design work is for nothing.

    While I'm not an author, composer, or movie producer, I suspect this problem extends to all jobs designing entertainment. A really satisfying book is one where all the plot pieces fit together nicely and there are no obvious plot holes. The characters need to feel genuine and you need to understand how their development as people natural extends from their personalities and experiences. No author can convincingly do that without really getting into the minds and lives of these fictional people. To build the depth of a good book, the author must understand that depth before the final editing pass is done and the book is sent to print. They will never have the enjoyment and wonder of watching how the lives of their characters unfold. They sacrifice that potential joy so that other people can experience it too. It's just part of the creative process.

    For my part, I find I don't enjoy playing first person shooters as much as I did many years ago. Maybe after a few years break I'll enjoy them again, but that's just the personal price I paid so that other people get more enjoyment from the games they play.