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The Compulsion to
Learn by Hearing and Telling Stories
Remember Blag, the spear-throwing caveman? Now let's look at
two of his sons, Clag and Zug. They both like throwing spears at targets, just
like their father, so they are both skilled hunters. At night, however, they
can't see their targets, so they cannot practice spearthrowing. They must find
something else to do.
This is when their behavior differs. Clag sits around and
does nothing before going to sleep. Zug, for some reason, feels compelled to go
and trade stories with the other hunters.
One day, Clag and Zug are out hunting separately. Clag finds
a strange new berry and eats it. Zug finds the same berry, but he recognizes it
as the new poisonous type that one of his friends told him about. Clag, not
having heard the story about the new poisonous berry, eats the berry and dies.
Zug's genes, which made him compulsively seek out stories from his friends,
thus outnumber Clag's non-story-hearing genes in the next generation.
I recommend everyone read The Selfish Gene by Richard
Dawkins. It's a great help in understanding evolution, and some of the
non-obvious results of the evolutionary process. One of the principles of the
book is that the "unit" of evolution is the gene, not the organism.
This means that we are programmed to give advantages to our genes, not to
ourselves as individuals. The interesting thing about that is that our genes
exist outside our body. Our relatives often have exact copies of our genes.
This means that genes which encourage us to help our relatives at little cost
to ourselves will proliferate.
Since most of our evolution took place in very small
societies, we are programmed to treat any friend as likely to have copies of
our own genes. One way to greatly help friends and relatives at little cost to
you is by telling them stories.
If you've ever seen the movie Apocalypto and managed not to
burst out crying, you may remember a scene in the initial "happy
tribe" section of the movie where one of the tribe's old men sits and
tells a story at a campfire, while the rest of the tribe listens intently. Note
how intently the younger people watch him speak. This is realistic. Human
beings are genetically compelled to tell and hear stories.
The passive media we compete with -- movies, books,
television -- are largely based on the story-telling/story-hearing compulsion.
I don't think it is a good idea to try to compete directly with these
established media in quality of embedded stories. Forcing an embedded story in
a game requires serious design compromises. We can do it and it has been done,
but it is not the strength of our medium.
Instead of embedding a story in the game fully formed, games
can generate stories which players will then tell each other. Any FPS player
will have a few stories about crazy plays he pulled off. I once walked into a
room in Counter-Strike and killed
three guys who were stacked on top of each other by filling the bottom guy with
lead and letting the others fall into his place like Connect Four pieces. That
was cool. Another time in Halo, I was
firing from the minigun on Warthog and got hit by a rocket. I did an entire
midair flip without ever stopping firing or losing my point of aim. That was
cool.
These stories don't have to be about combat. The Sims has an entire array of features
about taking photos of your Sims and assembling albums chronicling their lives,
which can then be posted on the web.
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