Contents
Compulsion Engineers
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Evnironment Modeler
 
Trion Redwood City
Sr. Environment Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Compulsion Engineers
by Tynan Sylvester
1 comments
Share RSS
 
 
January 16, 2008 Article Start Previous Page 4 of 7 Next
 

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.

Advertisement

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.

 

 
Article Start Previous Page 4 of 7 Next
 
Comments

Joe Robins
profile image
Very interesting article, puts the World of Warcraft system into the spotlight. I personally never got past justifying the monthly payment, once I had done a month or so I felt I had learnt enough about how the gameplay mechanics work to not warrant playing any more, maybe that shows that I don't fit into the compulsion to gain social status by collecting stuff.. and the combat system was too abstract for me to use that alone as a "hook". Or maybe it is the game designer inside me highlighting the underlying gameplay mechanics and in turn, destroying the illusion. Anyway, enough of my waffle, I better get back to work!


none
 
Comment:
 


Submit Comment