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  The Framers Were Gamers
by Eric Hardman on 09/17/09 12:01:00 am   Expert Blogs   Featured Blogs
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  Posted 09/17/09 12:01:00 am
 

Today is Constitution Day here in the States, when we annually memorialize the signing of the US Constitution in 1787, and the birth date of one of my favorite game design documents.

The US Constitution is interesting as a game design document, but certain disclaimers are warranted before heading too far down that path: governance is serious business, where games are mostly entertainment; the structures of the document deal with real life and death matters, basic issues of human dignity, and the social contract while games only try to simulate life and death dramatically. Not to say that there aren't serious games and silly governments, too, but that is not our focus here.

There have been many comparisons made between the business of politics and the playing of games. In fact, some pretty good games have been made incorporating politics directly, like the Civilization series and Total War series. A real-life example would include the fierce interactions of agents and diplomats during the years leading up to the First World War, referred to then as The Great Game.

So, even real politicians and practitioners may look at their profession as a game, or competition. Conversely, who can deny that personalities and agendas form a major part of the interactions of guilds in MMOs and clans in competitive games? Politics begin with any community of 3 or more.

If there's one thing the framers of the constitution understood, it was organizing communities. If there's a second thing, it was game balancing. Overall, there are some interesting ideas that game designers might learn and resonate with in both the process of the Constitutional Convention, and the actual product they signed on this day in 1787.

The Process 

In looking at the group of people assembled, and their methods of working together, it is surprisingly similar to the game development process itself. A wide variety of ages, professions, education, wealth and even intelligence were represented - this was a multidisciplinary team. They self-organized around a high level set of goals set by mostly quiet leadership in the form of George Washington and Benjamin Franklin.  

One brilliant young producer, I mean political philosopher, James Madison, kick started the convention with a well thought-out creative brief. Erm, draft constitution. This was absorbed by the attendees and compared to other constitutions, counter proposed, and thoroughly disparaged. However, a working prototype soon emerged and they settled on the core mechanic almost immediately: power from the people, democracy. In short, they found their fun!

From that point there were many iterations, breakout committees, heartbreaking compromises, stands of principle, and hours of grueling detail work. Not surprisingly, there were sometimes bitter differences, walk outs, new arrivals, and genuine philosophical disagreements. Sounds like every project, right?

In the end they had a product they could live with, and were willing to sign. Now all they had to do was go sell it. But that's another story, maybe best saved for the anniversary of the Federalist Papers, if that even exists.

Ultimately, however, the process of the Constitutional Convention only confirms the way developers work, it doesn't necessarily bring new insights. Happily, the product itself does.

The Product 

The Constitution itself is the shortest and oldest written constitution in the world. That it still enjoys an active player base is a testament to it's core design, and the fact that it has spawned an entire genre of similarly structured documents suggests it is, or has been, widely admired. How can something so brief, just 4 pages long, inspire such longevity and malleability?

One reason is that it is well balanced, and designed to be multiplayer from the get-go. The framers wisely set up factions that would counterbalance each other, not with simple rock-paper-scissors mechanics, but with deeply structural power separations that not only counter, but rely on each other. 

For instance, the legislature creates laws, the legal interprets them, and the executive enforces them. The twist is that the executive also appoints the leadership of the courts! The legislature can impeach the executive! The courts can overturn the legislature! The lawmakers approve the court nominees! In short, the factions have more than simple countermeasures, but can also affect the powers, in the form of personalities, their adversaries are entitled to. 

Did I say adversaries? Aren't we all on the same team, here?! Well, yes and no. On a very high level, this is a competitive game to serve the interests of one nation over others. So it's meta-team based PVP. But, that is accomplished through an elaborate co-op system with it's own internal PVP, the balance of powers, as mentioned above. This is something I've seen barely hinted at in most games.

One example would be guilds in MMOs. Some of them offer a primitive kind of political mechanic, the voting of officers in Star Wars Galaxies comes easily to mind. But this is the most basic kind of competition, could the structures of guilds be more competitive, while remaining essentially co-op? What types of mechanics could be developed to encourage more robust interactions? 

Beyond the complex nested competitive/co-op/competitive structure, the Constitution has also been very successful at allowing emergent gameplay. On that level, it's a sandbox. For instance, it originally included no Bill of Rights, though that was quickly amended. But, you'll find no reference to political parties or the press -- two major factions we'd have a hard time imagining the country without today. Not only did certain types of new "play" emerge, but the document provides for it's own inevitible evolution; the players can change the rules! 

Imagine that, giving the players structures to allow them to actually change the rules of the game while they are playing? To the framers, this was known as "the genius of the people." How many game developers believe in the genius of their players?  Can I get a Hell Ya? Anyone? Rrriiiight....

The Purpose


My purpose here is not to suggest that game development rises to the level of government development, nor to pretend to be an expert on the Constitution or law, nor to espouse any political views.

While I have done some humble research for this, please take it as an interesting (hopefully) launching point for expanded thinking about communities and their interactions in games. This is a topic that will only grow in importance to our business, and maybe there is some small good that can come of looking at how the real pros have gone about it in the past. 

Happy Birthday, Constitution! Love ya... 

 
 
Comments

Ron Newcomb
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This was an incredibly illuminating comparison. I know I like certain board games that, although ultimately competitive -- it's a game -- allow for cooperation. Indeed, temporary cooperation is a vital strategy. _Settlers Of Catan_ is an example: good trade relations mean you can build very fast, but it also means your trade partners can as well. The tactic both helps you as it creates your greatest rival(s). Knowing when to betray makes all the difference.

But detailing that so that each individual player is now actually a team, and the individuals of each team compete & cooperate with one another, well, that's an interesting tension. If an individual is too nice, he ends up on the bottom of the pile (within team). But if he's too competitive, he may end up the winner of a losing team.

Yeesh, I have to go sit down somewhere and think on this. I have a WIP whose structure may resemble that paragraph.

thanks again, Eric.

Glenn Storm
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That was cool, Eric. Thanks!

Bart Stewart
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Very, very cool. And worthy of longer commentary, but for now:

1. The biggest difference between a real-world constitution (like that of the U.S.) and the rules of a MMOG concerns the limitations of power. A good constitution (IMO) establishes limits on the uses of force by a government against the individuals who agree to be subject to that government... but there are no limits on the powers of a game designer to affect the players in a gameworld. Code is law, and designers are omnipotent deities whose power to affect players (within the gameworld) is jealously defended. (Although EVE's player-represented "Council for Stellar Management" is an interesting twist on that policy.)

2. In the Constitution, the rules are established to support your ability to make your own fun (within limits of fairness). And that seems to have worked out fairly well -- not always perfectly, but generally pretty well. But listen to the people who play in today's online gameworlds, and they will insist that "fun" must be well-defined. If it's not explicitly laid out for you by The Designer, with glowing tracks and floating exclamation marks, if you have to go looking for fun or -- God forbid -- make it for yourself using the tools of the world, then it's a fatally flawed game.

I'm looking forward to reading other comparisons. :)

Jose Joao Proenca
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I enjoyed this a lot too - I love it when the parallels between the way we live our lives and the way we build our fantasies are exposed.

@Bart: your second point is great, very true - in life we want choice, and up to until recently, only guided direction in games. I do see emergence and games that offer wide choice though as approaching that freedom of reality point.

I very often look to other mediums for my design inspiration, because well, like you point out Eric, people dealt with issues such as balance and flow long before games existed, and you can observe these attempts in the history of art, politics, war, or see those dynamics at work in biology, chemistry, physics...

Good stuff, we veer into our own little worlds too often and forget games are a very human construct, despite being all shiny and having lots of particles :)

Walter Lippmann
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I love the article idea here. Just one observation if I may:

"they settled on the core mechanic almost immediately: power from the people, democracy"

This is a twelve-year old's understanding but unfortunately doesn't reflect reality. To keep the metaphor going, the Founders set up the constitution to cater explicitly to the 'hardcore,' or a small, elite constituency. The average gamer was essentially left out!

Still, creative idea here and I commend you.

Eric Hardman
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Thanks for the great feedback!

@ Walter: to clarify, I am referring to the early, and largely uncontested, decision by Madison to create a government legitimized by the people as opposed to one legitimized by the states. It was a bold move that framed the discussion, and was a fundamentally different sort of representation than that provided by the existing Articles of Confederation, in which the government answered to the states, but not the people within them. It essentially redefined social contract from one between the states and the central government, to one between the collective citizenry of those states and the central government.

But you're right, it's actually a bad analogy for players! Since the voting rights of those citizens were severely restricted it's exactly like catering to the hardcore gamer! Good point.

Tommy Hanusa
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you forgot the most important part of the constitution! you can mod it with hak-paks... err... 'ammendments'...

dude we are playing 'USA' with so many mods right now... I think things are getting a little out of control.

you put so much power in the people; you trust a defacto mob mentality. there are no admins, its all ran by the people on the server. You ever get kicked for being a noob? yeah its like that, but all the voters are the players and they can DO ANYTHING. Its getting closer to a popularity contest ran by the passions of people than a rational goverement. the main reason why it still works is because the constituion assumes the worst in its leaders and makes sure they must serve the people to acheive those goals.

I say we remove the 'rabbles' contol of the senate and give it back to the state legislature. we need to have admins that are outside the 'politics' and 'popularity contest' that turn this game into a circus And bring it back to a more reserved and educated system.

Honestly this game would be a lot more fun if the missles were just blips on a screen and the soldiers were code and polygons. If you could respawn, then everything would be just fine.

what we have in america is Player(Fan)-Driven design, and you know what they say about fans...

"Fans are clingy, complaining dipshits who will never ever be grateful for any concession you make. The moment you shut out their shrill, tremulous voices, the happier you'll be for it."- Ben 'Yahtzee' Croshaw.

fans/players/citizens don't always possess the knowledge, refined creativity, analytical skill, or motivation to be designers. They do possess the abiltiy to realize when things are working, when they are not, and to articulate* a suggestion.

*I'm using articulate losely as sum peeple cna tipe thigns vary pourely.

my apologies for this slight digression and I do commend you for making a very interesting comparison. even if I'm being a little alamist or taking things to literaly or serious; your article really brought up a lot of questions and makes me think quite differently about goverement. in reality game designer and governments try to do some of the same things; they set up rules to create an expereince.


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