Non-competitive Fun, AI, and You
I am interested in the innate process by which music attains shared
ownership. In particular, in the case of children we often see examples
of primitive group musical expressions. To create these shared
expressions, simple, inherently explainable rules are necessary. These
are gleaned through interaction and positive emergence, and this led me
to think that there might be a hint here for discovering a new form of
music.
Thinking of an example, I saw a dance performed by a group of
children from the Republic of Chad in Central Africa. This kind of play
can of course be seen in playgrounds all over the world, and leads to
an idea of what constitutes "fun." It is hard to explain the rules
clearly, but for some reason, even without victory as a goal, players
find some kind of enjoyment that is related to their conduct in games.
So why do human beings engage in these seemingly meaningless
actions? And furthermore, why are they fun? Keeping these thoughts in
mind, I would like to discuss Desmond Morris, a zoologist who published
a book called Man Watching in 1991. He talked about a theory called
"Postural Echo."
Nowadays, I hear that there are a number of arguments
against Morris' views, but I think that for the theme that I am
interested in, the observations and results have sufficient value, so I
would like to paraphrase his definition of Postural Echo: when two
friends meet and talk informally they usually adopt similar body
postures.
If they are particularly friendly and share like-minded
attitudes to the subjects being discussed, then the positions in which
they hold their bodies are liable to become even more alike, to the
point where they virtually become carbon copies of each other.
This is
not a deliberate imitative process - the friends in question are
automatically indulging in what has been called Postural Echo, and they
do this unconsciously as part of a natural body display of
companionship.
Morris asserted that it is an unconscious act in general
communication between adults. But in the case of children playing, I
wonder - aren't these postural echoes more or less necessary for
positive development? Coming to understand rules that you previously
didn't know, matching your behaviors in real time-from the beginning we
have no way of knowing if we will be successful or not, or even if it
will be fun. This kind of behavioral risk-taking, or "positive
emergence," is necessary.
Yet for children, their behaviors are not as motivated by judging
potential merits. Rather, as Morris suggested, it seems to me that it's
more a case of children adapting to the other humans in their
surroundings, and behaving appropriately.
If children feel like they
have some of this shared emergence, then surely their playing should
become more enjoyable. Sharing experiences with a friend, or multiple
friends-this "game"-based form of fun is quite enjoyable. It is
considered that this phenomenon remains in the sub-conscious even into
adulthood.
I heard about a very interesting editing technique by a Japanese
film director. He says, for example, when editing commercials, at
specific intervals he'll insert a single black frame. At that moment,
the audience will blink, without fail. Despite the "partner" in this
case not even being human, for some reason humans unconsciously pick up
these mimicking behaviors. This is the same if your partner is a
computer game.
On the subject of AI, text-based communication like the Turing test
soon comes to mind, but I really do think that it is an important
mission to try and develop emergent forms of non-verbal based
communication such as postural echoing in our relations with computers.
I believe that "Kismet," the robotic emotional AI at MIT, is an example
that is getting good results.
Introducing Engagement
Video games are a very simple way to enjoy virtual experience. All you need is a TV, a console, a controller, and the software. This is an easy system for everyone compared with other forms of entertainment.
But like Hollywood, in order to keep the customers paying, the industry is using increasingly exaggerated content. Pressing buttons, moving sticks-these are small actions with grand effects. However, I think it is a slight error of judgment in our industry to believe that actions that in reality would carry great responsibility can be carried out in video games without thought for responsibility.
The Wii has come and put a cat amongst the pigeons of this unbalance. The harder you swing the remote, the faster the baseball bat moves. This more organic relation between imagination and reality is easily absorbed.
At the same time we understand that game designs that, for example, require the player to shake the Wii controller strongly to rotate a Tetris block, are unsuitable for input methods like this. The Wii requires a tighter connection between actual and virtual actions. But think! How can we improve on these kinds of obvious connections? That is the hint to make more advanced games.
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The piece also made me think of something: I'm from Denmark, and in Scandinavian languages, we use two words where English-speakers use one. Instead of "game", there is "spil" and "leg" (pronounciation completely different from spelling, unfortunately), with different meaning. The two words are not interchangeable.
"Spil" generally means a game where there is a winner, a competitive game.
"Leg" means a "pretend"-game, for instance when children run around in the garden playing pirates on a pirate ship consisting of a tree log and a few branches.
I'm sure there are other languages out there with the same distinction.
The distinction is important for me when proposing game designs, because I believe the future of interactive entertainment is in both directions, but the non-competitive type is completely understimulated currently.
- Simon
"Leg" games seem much more compelling and a better framework for positive experiences.
But of course the question is...how do you do that? Hopefully we'll find out soon!
Here in the Netherlands we have it even worse. We only have "Spel" for both Game & Play.
Also, Roger Caillois' matrix would be interesting to look at, with its Paidia and Ludus (and Mimicry being the pretend part)
I think maybe a multiplayer software toy could evolve into the "leg" kind of game, if there is sufficient communication between the players. A game where every player is playing an instrument and they make music together is a possibility. (I think they tried something like this in LotR Online and it was enjoyed by some.)
If I could find that game in English for any of the current platforms (as a PSN game or Xbox Live Arcade, for example) I would buy it in a heartbeat. It was great fun, and even let you put your own music CDs in and it would generate level data on-the-fly from your own music. A cult classic and a wonderful game.