Contents
A Sense of Fun: Anybody Could Be Your Player 1
 
 
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 [1]
 
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
  A Sense of Fun: Anybody Could Be Your Player 1
by Masaya Matsuura
5 comments
Share RSS
 
 
October 7, 2008 Article Start Previous Page 3 of 4 Next
 

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.

Advertisement

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.

 
Article Start Previous Page 3 of 4 Next
 
Comments

Simon Ask Ulsnes
profile image
Very interesting piece! I agree with you on the problematic state of almost exclusively violence-based games.

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

Brice Morrison
profile image
That is a great distinction. It seems to me that many games are still suffering from the residue of the 70s and 80s - games as a challenge, a way of the player proving his dominance over the computer.

"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!

Anonymous
profile image
@ Simon: isn't "Play" a good one for "Leg", with "Game" being "Spil"?

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)

Jaco van der Westhuizen
profile image
I remember something from a few years back, where some games being released were called 'software toys' instead of games.

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.)

Wylie Garvin
profile image
In case anyone is curious, the screenshot on page 4 is from a very excellent Playstation 1 game called "Vib Ribbon".

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.


none
 
Comment:
 


Submit Comment