The Social Science of German Gaming

Sunday, July 18th, 2010

Tim Harford (The Undercover Economist) visits the enormous board game convention in Essen, Germany:

Settlers [of Catan] is the game that brought “German-style” or “Eurogame” board games to the attention of an English-speaking audience. The board game market in Germany is more like the book market in other countries: several hundred new games are launched there every year — typically either at Essen’s Spiel convention in October or the Nuremberg Toy Festival in February — and each year, at least one new game will sell hundreds of thousands of copies, perhaps millions, as Settlers has. There are evergreen games, briefly fashionable sensations and flops.

“There are two schools of thought as to why the Germans love board games,” says Martin Wallace of Warfrog. “The Germans are of the opinion that it’s down to their superior education system. We English are of the opinion that it’s because German TV is shite.”

There are, in fact, many more than two schools of thought about why Germany is the world’s board game superpower. It could be the enthusiasm of the citizens. In a country such as Britain, it is downright odd to pull a board game out of a cupboard and offer to teach it to friends alongside after-dinner coffee. In Germany, people do that and more. They discuss old games and act as evangelists for new ones. Naturally, the games are better as a result.

The cause could also be Germany’s pluralistic gaming tradition: most countries play games, but German gaming has never been dominated by a single game — unlike Japan (Go) or Russia (chess). But it could also be the influence of a single pioneer, Erwin Glonnegger. Born in southern Germany in 1925, Glonnegger joined the publisher Ravensburger after the war, where he became its first board game “editor”, working with designers through the 1950s and 1960s to produce a series of elegant games now considered timeless.

By the late 1960s and early 1970s, German newspapers were running columns about “family games”. There may have been a social motive — board games were, and still are, regarded as a wholesome activity — but the columns reflected the genuine enthusiasm of mainstream journalists who persuaded their editors to let them moonlight as game critics. In 1978, those enthusiasts decided to create an award, the Spiel des Jahres (Game of the Year). The first prize was handed out in 1979, to Hare & Tortoise — ironically, an import from England.
[...]
In a makeshift office tucked away behind one of the stands, I met Jay Tummelson, who has done more than anyone to bring Eurogames to the rest of the world. A likeable, fast-talking and opinionated American in his mid-sixties, Tummelson owns the company Rio Grande Games. Its stand is almost as large as those of the industry giants, the Ravensburgers and Mattels, but there are no 20ft signs, stages, or gantries.

The stripped-down approach is emblematic of Tummelson’s business model, which is to produce a vast range of gamer-friendly, no-frills translations of German games for the English market. He does business with all the major German publishers, accepting their game design and artwork, sharing their production costs and adding his own English print run to the end of theirs — typically producing 2,000 English versions on top of the 5,000 German originals. Tummelson throws these games into a growing market and reprints at much larger volumes whenever he has a hit on his hands. And he’s had quite a few hits. Before founding Rio Grande Games, Tummelson imported Settlers — and he is responsible for producing the English versions of most recent Spiel des Jahres winners.

(When I met him, Tummelson was launching his first non-translated product, a fast-moving card game called Dominion. It was the talk of Essen and this English-language import promptly won Spiel des Jahres 30 years on from Hare & Tortoise.)

When I suggest to Tummelson that he has, almost single-handedly, brought German games to the rest of the world, he demurs. “I played my part, but the internet was by far and away the most important thing.” German games’ successes may depend on personal recommendations, but in the UK and the US, gamers are spread too thin to speak to one another directly. Ironically, rather than wiping out board games, computers have provided the connections for once-isolated games in the UK and US to swap ideas online and meet up over the gaming table.

(Hat tip to Bryan Caplan.)

All Boys Are Grognards

Saturday, July 3rd, 2010

A few years ago, Wired had a story about Making History, a sophisticated World War II simulation that had caught historian Niall Ferguson’s fancy. It sounded like the kind of game I should pick up.

Now Making History 2 has come out — with input from Ferguson — and Jonathan Last takes the release as an excuse to write about boys, men, and the war-strategy game:

The reason Axis & Allies and other such games have such lasting resonance is that they teach a subject which is no longer fashionable: the mechanics of military history. Playing as Japan in Axis & Allies, for instance, you see that, as a tactical matter, you must attack Hawaii as soon as possible. Play as Russia and you can conduct What-If? experiments with variations on Stalin’s strategic retreat.

With very few exceptions (Prof. Ferguson’s Harvard colleague Stephen Rosen teaches a class simply titled “War”) the military aspect of history has been disappeared from American schooling. It’s something men intuitively miss, and seek out.

Because at heart, all boys are grognards.

Grognard — make sure to say it with a French accent, groan-yarr — is slang for wargamer:

Etymology
French grognard, “grumbler” from Fr. grogner 1. snarl 2. grunt 3. growl 4. grumble râler 5. gripe râler and Fr. grognon 1. grouch 2. curmudgeon.

Noun
grognard m (plural grognards)
an old veteran soldier; specifically of the grenadiers of the Imperial Guard (Grenadiers à Pied de la Garde Impériale); an old complaining soldier

(Hat tip to Buckethead.)

Best Inoculation Ever

Tuesday, June 29th, 2010

Being rather pedantic, Aretae sticks with the actual definitions of the words atheist and agnostic:

Theism and Atheism are positions about belief in a god. Gnosticism and Agnosticism are positions about whether you can know things — and usually talking about the ability to know about God.

I, like 95% of all the other atheists I know are Agnostic Atheists. We do not believe in a god. And we do not believe that such a thing is knowable. And mostly, we think that the question is silly, along with the question of whether you are an A-Thor-ist, an A-Faerie-ist, or an A-6-dimensional invisible blue banana-ist. Yeah, whatever.

(If you’re trying to promote skepticism, I think the 1st edition AD&D Deities & Demigods book may be the best inoculation ever.)

The evangelical Christians were so afraid that D&D would convert nice little Christian children into devil-worshipers, when it really did something far worse; it turned them into non-worshipers.

Actually, it didn’t do that either. If you’re not genetically predisposed, the inoculation appears totally ineffective.

People like soccer’s offensive ineptitude

Tuesday, June 29th, 2010

Hard as it can be for Americans to believe, Steve Sailer says, people like soccer’s offensive ineptitude:

In the American cool weather game, scores have gradually risen as competence increased. In the 1970 NFL season, for instance, teams scored 3.5 times per game: 2.2 touchdowns and 1.3 field goals. (I’ll ignore point-after-touchdown conversions as vestigial.) That was 2.4 times the 1970 World Cup scoring rate of 1.48 goals per team per match.

By the most recent year, NFL teams were up to 4.1 scores per game (2.6 touchdowns and 1.5 field goals), while World Cup teams were down to 1.05. Hence, the NFL now sees almost four times as many scores as the World Cup.

Yet, both enterprises have flourished extravagantly over the last four decades. In a world that smugly congratulates itself on its purported increasing diversity, tastes in spectator sports have been homogenizing: football in America and soccer elsewhere.

It seems likely that the two kinds of football, in their different but both triumphant evolutions, are giving the people what they want. Hard as it can be for Americans to believe, people like soccer’s offensive ineptitude.

The appeal of high-scoring American football — with its action, expertise, and comebacks against the clock — is as obvious as the appeal of American summer movies.

In contrast, low-scoring soccer fulfills other human desires: such as, to not lose. Americans find it derisible that of the first 48 World Cup games, 14 ended without a victor. (As General Patton noted, “Americans love a winner.”) But that means that 65 percent of the time, fans avoided the national humiliation of defeat.

Bad offense also keeps hope alive throughout the match. If, say, England takes a 1-0 lead in the first four minutes, you can always hope their goalie will muff an easy one. Moreover, the narrowness of the margin gives you more excuse to complain that the referee cheated you.

The lack of proficiency also makes each of the few goals seem more epic, more worthy of being carved on the player’s tombstone: “Scored goal against Honduras in 2010 World Cup.”

Finally, low-scoring games are easy for fans to talk about because there isn’t much to recollect: a couple of goals and your favorite coulda woulda shoulda moment. In contrast, NFL games average eight scores, and, honestly, who can remember all that?

American games, such as baseball, tend to be described best statistically. Yet, humans don’t naturally like to think statistically. They like to think in narratives, and attribute outcomes (if they win) to the proper workings of moral justice, or (if they don’t) to sneaky villains, for which soccer is perfect.

Soccer Should Borrow from Basketball and Hockey

Tuesday, June 15th, 2010

I recently mentioned that different games have very different notions of offside — which was my way of obliquely hinting that soccer (association football) could be a better game with different rules, perhaps inspired by hockey.

Richard Epstein goes a step further — without addressing offsides — and says that soccer should borrow from basketball and ice hockey for scoring and penalties:

On scoring, today soccer awards a single point for a goal, indeed for any and all goals. It doesn’t matter whether the goal is scored in ordinary play or from a penalty shot taken 11 meters from goal. Often that penalty shot is awarded on a questionable call for a handball, or a marginal infraction inside the penalty box. Let the penalty shot win or tie the game, and it leaves a bad taste with the team that scored its goals the hard way.

It does not have to be that way. Soccer instantly becomes a much better game when it awards two points for a goal and one point for a penalty shot. It should take its cue from basketball, which awards one point for a free throw awarded after a foul. But it also awards two points for any field goal from inside the arc: In an inspired refinement, teams earn three points for field goals beyond the arc.

No thank you.

If penalty shots are too much reward for too little foul, we could just move the penalty-kick spot back a few more meters.

His second key reform is an idea from hockey — one it’s pretty well known for:

In hockey a minor infraction sidelines the player for two minutes for an instant short-term advantage that doesn’t come with a yellow card. If there is a second infraction by a team, part of it is served concurrently with the previous penalty until the first player returns to the ice. If the other team commits a minor penalty when it is ahead, its player goes off the ice as well.
[...]
Note that if several players are off the field, the game opens up, thereby increasing scoring changes. Players also have to learn to confront novel tactical situations and to shift positions on the field.

Unlike other toys, video games belong to a certain generation rather than age group

Monday, June 14th, 2010

Unlike other toys, video games belong to a certain generation rather than age group:

A new study by market analysts NPD shows that the average video game player is 32, up from 31 last year. That is a dramatic change from the Nintendo days when the audience was mostly pre-pubescent kids. Curious, I searched the NYT for “average age” and “video game,” and it turns out that the average video game player is whatever age someone born around 1978 would be at the time of the survey, from 1990 to 2010. This is only for home console game systems like Nintendo, Sega Genesis, PlayStation 2, etc. Computer game players tend to be 5 to 10 years older, but still their average age is however old someone born in the late ’60s or early ’70s would be.

Contrast this with the age profile of people who play with action figures — their average age stays virtually the same across the decades, somewhere between 5 and 13 I’d guess.

Offside

Friday, June 11th, 2010

In a game like soccer (association football), where it’s much easier to clear a ball down-field than to advance it great distances, under control, past defenders, an obvious strategy arises: keep your attackers near the enemy goal and your defenders near your own goal, and then pass the ball over the empty mid-field to your attackers whenever possible.

The original Sheffield Rules had no notion of offside, and players known as kick-throughs waited patiently near the enemy goal.

We don’t have a copy of the 1848 Cambridge rules, but they apparently include the notion of offside. The 1856 Shrewsbury School rules include Rule No. 9, a clear forerunner to the modern offside rule:

If the ball has passed a player and has come from the direction of his own goal, he may not touch it till the other side have kicked it, unless there are more than three of the other side before him. No player is allowed to loiter between the ball and the adversaries’ goal.

In 1925, the rule changed to two players, and scoring increased by almost one goal per game (from 2.5 to 3.4).

You don’t have to be a sophisticated game theorist to see that this style of offside rule invites the so-called offside trap, where the defenders surge forward and put an attacker offside just before he can receive a pass — and force a difficult call by the ref, which might easily change the outcome of the game.

Ice hockey takes a different approach.

Before 1930, hockey, like Rugby and earlier forms of American football, simply didn’t allow any forward passing.

In modern hockey, you can’t pass across the blue line to a player already in the attacking zone. An attacking player is offside if he enters the attacking zone before the puck itself enters the zone — and if the defenders successfully clear the puck out of their defensive zone, any attackers have to clear out as well before returning.

There’s much less ambiguity and much less gaming of a system with such (literally) clear lines.

Field hockey, by the way, started with soccer-style offside rules, amended them in 1987 to only apply within 25 yards of the goal line, and then abolished them completely in 1998.

Team handball simply doesn’t allow anyone past the goal perimeter, which defines the fairly large crease.

Basketball defines a key, or free throw lane, near the basket. There are no rules against passing into the key, but offensive players can’t linger in the key for more than three seconds.

Originally the key was just six feet wide; connected to the 12-foot diameter free throw circle, it looked like a key. Now the lane is 12 feet wide in college and 16 feet wide in the pros.

As you can see, there are many different ways to address the problem of attackers hanging out near the goal, cherry-picking.

Books That Have Influenced Me

Friday, March 19th, 2010

Tyler Cowen recently answered a reader’s question of which books have influenced his world view the most. Some of the works I don’t recognize, others I haven’t read, others I’ve read about in great detail, and a couple I have in fact read. In that last category, Plato certainly held my interest, but I can’t point to any lasting influence. (Camille Paglia neither held my interest nor had any lasting influence.)

Arnold Kling and Bryan Caplan produced their own lists, and Tyler has since compiled a list of lists.

Naturally I got to thinking that perhaps I should produce my own list. An e-mail prod from Aretae pushed me over the edge — and just before I unleashed my oh-so-clever idea, he went and beat me to it. Anyway, here’s my list

  1. Advanced Dungeons & Dragons Monster Manual – If I’m going to be honest, I need to admit that I was profoundly influenced by D&D and many other related games, which introduced me at a very young age to the entire notion of simulation — of using more-or-less mathematical models to explore how things might play out — and thus to many of the flaws in such models. Sometimes a more detailed model is less realistic, and sometimes a human’s judgment is invaluable.
  2. The Count of Monte Cristo, by Alexandre Dumas – I don’t mean to imply that Dumas’s novel furnished me with an unquenchable desire for vengeance. Rather, reading The Count of Monte Cristo in 11th grade clarified just how derivative most of the entertainment we consume really is — everything has been done better by Dumas, and he did it over a century ago — and it got me wondering why we don’t regularly enjoy the pop classics. We read new books, listen to new music, watch new TV shows, and wait in long lines to watch new movies, when most of the best works produced — best for our own middle-brow tastes — are still new to us. (It also reminded me that our public-school curriculum goes out of its way to avoid books that kids, especially boys, might enjoy, under the pretense that teenagers with no life experience will learn literary analysis by parroting back what the teacher said about The Scarlet Letter, or some other work that does not speak to them at all.)
  3. “The Man Who Came Early”, by Poul Anderson – I suppose I could pick any number of science fiction novels or short stories here, but Poul Anderson’s “The Man Who Came Early” really stuck with me. If you’re not familiar, it’s the story of an American MP pseudo-scientifically transported back in time to Viking-era Iceland, where his knowledge of modern technology enables him to do… very little. Anderson’s story does an excellent job of conveying just how little modern specialized technical knowledge is worth without adequate infrastructure and just how foreign modern society would seem to anarchic medieval Icelanders.
  4. Capitalism: The Unknown Ideal, by Ayn Rand – There seems to be an unwritten rule that anyone who cites Rand as an influence should cite Atlas Shrugged, but I came to her work first through her short collections of essays. This regrettably stripped her enormous novels of most of their novelty; I already knew what she was trying to say. Anyway, the experience of reading Rand as a teenager is one of looking up to where God isn’t and asking, Why isn’t anyone else saying these things?
  5. Economics in One Lesson, by Henry Hazlitt – When I bought my college textbooks a few weeks before the start of my sophomore year, I wasn’t sure what to make of Hazlitt’s Economics in One Lesson, because I’d already been through one year of indoctrination, and I was terrified that my econ professor was going to refute this wonderful book that seemed too good to be true. I felt quite fortunate that school year.
  6. The Selfish Gene, by Richard Dawkins – I had found evolution fascinating from long before I found Dawkins’ book, but his work took my understanding to another level and introduced so many fascinating concepts — or explained them in a much broader context, like his discussion of tit for tat and the natural balance of defectors in a lax population of cooperators.
  7. The Bell Curve, by Charles Murray – The chief lesson of The Bell Curve is that if you put one small chapter on racial differences in your book, no one will talk about anything else. Far more interesting to me was the story of the shift in society from the old order, in which elite schools were filled with the social elite, to the modern meritocratic order, in which elite schools are filled with the academic elite — which has unintended consequences.
  8. Law’s Order, by David Friedman – Aretae mentioned Friedman’s anarcho-capitalist Machinery of Freedom, which I enjoyed but didn’t find especially influential. I much preferred Law’s Order, which explores the nature of property right and brings Coase’s theorem to life.
  9. Guns, Germs, and Steel, by Jared Diamond – I don’t know to what degree his grand theory is true, but I certainly found it thought-provoking. So much of our “technology” is agricultural — domesticated plants and animals — and it’s far too easy to neglect something so vital.
  10. The Discovery and Conquest of Mexico, by Bernal Diaz del Castillo – I picked up this first-hand account of the Spanish expedition that toppled the Aztec empire because Diamond had mentioned it in Guns, Germs, and Steel, and I was not disappointed. My primary take-away was this: Why didn’t we read this in school? Real history is nothing like school history. Oddly, real history is more like a swords-and-sorcery novel: evil priests, hair matted with blood, commit human sacrifices atop pyramids amidst a city built on a lake inside a volcanic crater; frenzied fighting ensues.
  11. Fooled by Randomness, by Nassim Nicholas Taleb – Ironically, the chief lesson of Taleb’s book, and its sequel, is humility. Things that were “obviously” inevitable after the fact, like World War II, were not obvious at the time. The Lebanese “knew” that any fighting around Beirut would soon blow over; theirs was a country where Jews, Christians, and Muslims had lived in harmony for centuries.
  12. A Farewell to Alms, by Gregory Clark – I was familiar with Malthus from high school biology, and I was familiar with the standard refutation by Simon vs. Ehrlich, et al. What Clark did was to explore the conditions under which the Malthusian Trap would hold, the conditions under which it would not, and how policies ideal for one situation would backfire in the other. In an agricultural society with little human capital, the plague can raise living standards. In a modern society? Not so much.

Space Invaders Enterprise Edition

Wednesday, February 17th, 2010

The whole notion of Space Invaders Enterprise Edition is jarring, but it’s meant to demonstrate a particular technical approach to solving business IT problems:

I’ve separated out the game logic from the Java source into a file parsed by a rules engine. This means we can easily view the game design, without it getting muddled with too much implementation code.

Rule engines are commonly used in enterprise-level companies to decide things like how much your car insurance premium will be. Let’s start using this for something more fun!

The “business” rules are written for the questionably named Drools engine:

rule "Reverse aliens if one reachs the edge of the screen" when     $alien : AlienEntity()     exists (AlienEntity(x <> 750)) then     $alien.setHorizontalMovement(-$alien.getHorizontalMovement());     $alien.setY($alien.getY() + 10);end 

rule "Process bullets hitting aliens" when     $shot : ShotEntity()     $alien : AlienEntity(this != $shot, eval($shot.collidesWith($alien)))     $otherAlien : AlienEntity() then     game.getEntities().remove($shot);     game.getEntities().remove($alien);     $otherAlien.setHorizontalMovement($otherAlien.getHorizontalMovement() * 1.04);end

rule "End the game when all aliens are killed" salience 1 when     not AlienEntity()     exists ShipEntity() then     game.notifyWin();     game.getEntities().clear();end

rule "End the game when an alien reaches the bottom" when     exists AlienEntity(y > 570) then     game.notifyDeath();     game.getEntities().clear();end

I’m sure if we just write code in an English-like language, non-technical business experts will be able to write their own business rules, right?

Risky Experiments on New Directions for Humanity

Monday, February 15th, 2010

Sociologist William Sims Bainbridge has shifted his focus from religious cults to virtual societies:

Each well-designed virtual world is based on a coherent theory of human society, history, and our options for the future. Thus, this is like an entirely new field of literature or a laboratory that develops and tests social theories with actual human beings, somewhere between philosophy and social science but also with utopian qualities.

For example: Pirates of the Burning Sea is set in the Caribbean in 1720 and reflects a general view of society often called political economy.

A Tale in the Desert, set in a kind of utopian ancient Egypt, illustrates principles of industrial supply chains, and fits theories of technology as ritual originally proposed by anthropologist Bronislaw Malinowski.

Star Trek Online (which opened only two days ago) is based on the cultural relativist principle Infinite Diversity in Infinite Combinations.

Tabula Rasa expressed a well-developed ideology of space exploration, and our avatars were actually taken up to the International Space Station.

Of course The Matrix Online was built on European theories of false consciousness.

In the 1960s I started studying utopian communes and religious movements, because I saw them as valid if risky experiments on new directions for humanity. That’s what virtual worlds are today.

Mind Games

Monday, January 25th, 2010

Dr. Silvia Bunge, a neuroscientist at UC Berkeley, and her team went looking for off-the-shelf board games, card games, and video games that demanded distinct mental functions:

One group of these games was chosen because they’d give children’s reasoning ability a workout — these games require forethought, planning, comparisons and logical integration. The games chosen were card games like SET, the traffic-jam puzzle Rush Hour, and Qwirkle, a cross between Dominos and Scrabble. For the Nintendo DS, they chose Picross and Big Brain Academy. There were also two games for the computer — one called Azada, another called Chocolate Fix.

Bunge’s team brought the games to an elementary school in Oakland with historically low state test scores. The researchers asked some second, third and fourth graders to stay after school to play. The kids’ IQ averaged a 90, and their brain speed (a subtest of intelligence) ranked them at only the 27th percentile. The children’s parents, on average, were high-school dropouts. These were the kids every education policy hopes to target, and every thought leader has an opinion on how to improve.

Twice a week, the kids played the games for an hour and fifteen minutes. Every fifteen minutes the kids moved to a new table, to make sure their brains always had something new to figure out. (The neuroscientists thought it was important the sessions remained fun.)

After just eight weeks — twenty total hours of game playing — Bunge’s team retested the children’s intelligence. They were specifically interested in the kids’ reasoning ability. According to the classic theories of intelligence, reasoning ability is considered both the core element of intelligence and also the hardest to change. Allyson Mackey, Bunge’s graduate student who supervised the study, thought she might see gains of 3 to 6 points, at most.

“From adult training studies, we knew some improvement was possible,” said Bunge. “But it was enormous.”

The children’s reasoning scores, on average, leapt 32%. Translated to an IQ standard, that bumped them 13 points.

For comparison, consider that a 12 point gain is normally how much a child’s IQ goes up after an entire year of school. By giving the children precisely targeted games, Bunge and Mackey were able to beat that, in just 20 hours of game playing.

Reasoning ability was not the neuroscientists’ only target. Bunge’s team was also interested in another component of intelligence, called processing speed. So, at the same time, a second group of games was assembled, and a second group of kids spent their afternoons in that classroom. “Those games didn’t require memory or strategy, just very rapid visual recognition,” described Mackey. These included traditional card games like Spoons and Speed, the video game Brickbuster, the board game Blink, and Perfection, in which kids must push 25 plastic shapes into a springboard in under a minute.

After the eight weeks, these kids’ cognitive scores were tested as well. The kids who trained for speed saw their processing speed scores leap 27%; they began well-below average, but quickly reached a level far above-average. In football, a famous adage is “You can’t teach speed.” That doesn’t seem to be the case for the brain.

Each group’s improvements were domain-specific, so it was clear the games were the cause. The speed group saw only insignificant gains in reasoning ability. Those who trained on the reasoning games (and improved their reasoning) saw almost no speed benefit. Neither group saw improvement in working memory. This also suggests that cross-training is necessary for full-scale intelligence.

Policy Vampires

Monday, January 18th, 2010

Every spring, the Patterson School of Diplomacy and International Commerce at the University of Kentucky runs a policy simulation designed to illustrate the difficulty of operating an organization in the context of asymmetric and limited information, and every fall Professor Robert Farley runs his own two-hour mini-simulation to give students a sense of how the larger simulation will play out:

In my first year, I did zombies; the year after was the aftermath of Independence Day, and last year I asked our 35 first-year graduate students to develop a strategy for containing or killing Godzilla.

This year it was vampires:

Each group was tasked with developing an organizational response to the imminent public declaration of the existence of vampires. I gave each group a few general questions, then set them lose.

CIA and DoD each received a bit of additional information. CIA had been aware of the existence of vampires essentially from the point of its founding, as had most major foreign intelligence organizations. The CIA even employed vampiric agents from time to time; a CIA vampire killed Salvador Allende.

DoD’s relationship was even longer and more extensive. In its previous incarnations as the Departments of War and Navy, the US military had employed vampires since the Civil War. In World War II, an entire brigade sized unit was created, although it was mainly concerned with responding to the activities of German and Japanese vampires. I also indicated that many analysts believed that Osama Bin Laden was a vampire, and that Al Qaeda seemed comfortable with the use of vampiric agents.

Here’s what his Department of Justice group came up with:

  • Prioritize vampire-specific policies. When crafting initial vampire policy, reducing risk to humans must take precedence over the granting of equal protection to vampires.
  • Define vampire’s legal status. If the President desires full vampire inclusion in the human population, they must be granted equal protection under the law.
  • Review U.S. laws to make them species neutral, as far as possible.
  • Strengthen criminal statutes that address crimes likely to be associated with vampire behavior, including feeding and conversion. Also, create human-on-vampire hate crimes.
  • Amnesty for past crimes and legal food supply based on self-identification within a specified time frame.
  • Create and fund a new interagency entity headed by the Department of Justice to deal with vampire registration, identification and criminal enforcement, and distribution of vampire food.
  • Liaise with Interpol regarding transnational vampire threats.

How Success Killed Duke Nukem

Tuesday, December 22nd, 2009

Clive Thompson explains how success killed Duke Nukem:

To videogame fans, that logo is instantly recognizable. It’s the insignia of Duke Nukem 3D, a computer game that revolutionized shoot-’em-up virtual violence in 1996. Featuring a swaggering, steroidal, wisecracking hero, Duke Nukem 3D became one of the top-selling videogames ever, making its creators very wealthy and leaving fans absolutely delirious for a sequel. The team quickly began work on that sequel, Duke Nukem Forever, and it became one of the most hotly anticipated games of all time.

It was never completed. Screenshots and video snippets would leak out every few years, each time whipping fans into a lather — and each time, the game would recede from view. Normally, videogames take two to four years to build; five years is considered worryingly long. But the Duke Nukem Forever team worked for 12 years straight. As one patient fan pointed out, when development on Duke Nukem Forever started, most computers were still using Windows 95, Pixar had made only one movie — Toy Story — and Xbox did not yet exist.

On May 6, 2009, everything ended. Drained of funds after so many years of work, the game’s developer, 3D Realms, told its employees to collect their stuff and put it in boxes. The next week, the company was sued for millions by its publisher for failing to finish the sequel.

Sometimes you need to learn to let go — which is hard to do when you’ve learned to set ludicrously high expectations, and you have the money to burn:

When Duke Nukem 3D came out, Broussard’s Duke Nukem engine — called Build — produced the best-looking game around. Barely a year later, though, it looked antiquated. Broussard’s key rival in the Dallas gaming scene, id Software, had announced its Quake II engine, which produced graphics that made Build seem blocky and crude. Broussard decided to license the Quake II engine, figuring it would save him precious time; programming an engine from scratch can take years. Though 3D Realms never confirmed how much it paid for the license — Miller referred to it as “a truckload of money” on a gaming news site — the price was said to be as high as $500,000. When the engine was released in December 1997, Broussard’s team quickly began creating game levels, monsters, and weapons around it.

By May 1998, the team had created enough material to show off at E3, the annual videogame industry convention. Duke Nukem Forever was set in Vegas; in the game’s plot, Duke operates a strip club and then has to fight off invading aliens. Broussard showed a trailer featuring a dozen different scenes, including Duke fighting on the back of a moving truck, jet airplanes crashing, and furious firefights with aliens. Critics were awed: “It sets a new benchmark for making a 3-D game more like a Hollywood movie,” Newsday proclaimed. Broussard was clearly obsessed with making his product as aesthetically appealing as possible. When he brought a few journalists over to a computer to show off bits of the game, he pointed out the way you could see individual wrinkles on characters’ faces and mused over how to make his campfire more realistic. (”As soon as we mix in some white smoke and some black smoke, I think we’ll be there,” he said.)

Behind the scenes, though, Broussard was already unhappy with the results and was craving better technology. A few months after the Quake II engine was released, another competitor, Epic MegaGames, unveiled a rival engine called Unreal. Its graphics were more realistic still, and Unreal was better suited to crafting wide-open spaces. 3D Realms was struggling mightily to get Quake II to render the open desert around Las Vegas. One evening just after E3, while the team sat together, a programmer threw out a bombshell: Maybe they should switch to Unreal? “The room got quiet for a moment,” Broussard recalled. Switching engines again seemed insane — it would cost another massive wad of money and require them to scrap much of the work they’d done.

But Broussard decided to make the change. Only weeks after he showed off Duke Nukem Forever, he stunned the gaming industry by announcing the shift to the Unreal engine. “It was effectively a reboot of the project in many respects,” Chris Hargrove, then one of the game’s programmers, told me (though he agreed with the decision). Broussard soon began pushing for even more and cooler game-building tools: He ripped out the ceiling of a room at the 3D Realms office to assemble a motion-capture lab, which would help his team in rendering “complex motions like strippers,” he noted on the 3D Realms Web site.

Broussard simply couldn’t tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay. He didn’t just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had.

But because the technology kept getting better, Broussard was on a treadmill. He’d see a new game with a flashy graphics technique and demand the effect be incorporated into Duke Nukem Forever. “One day George started pushing for snow levels,” recalls a developer who worked on Duke Nukem Forever for several years starting in 2000. Why? “He had seen The Thing” — a new game based on the horror movie of the same name, set in the snowbound Antarctic — “and he wanted it.” The staff developed a running joke: If a new title comes out, don’t let George see it. When the influential shoot-’em-up Half-Life debuted in 1998, it opened with a famously interactive narrative sequence in which the player begins his workday in a laboratory, overhearing a coworker’s conversation that slowly sets a mood of dread. The day after Broussard played it, an employee told me, the cofounder walked into the office saying, “Oh my God, we have to have that in Duke Nukem Forever.”

Broussard and Miller had spent $20 million of their own money on Duke Nukem Forever before they went hat in hand to Take-Two, their game publisher, to ask for $6 million to help finish the game. They didn’t get it.

Darts for Geeks

Saturday, December 19th, 2009

I can’t remember the last time I played darts, but I do remember briefly thinking that where you should aim depends on your accuracy — and now Ryan Tibshirani has run the numbers:

Amateur
Target the inside border of 8 and 16. Even If you’re off, you’ll still get decent points.


Above Average
Focus on the triple-19 ring. It’s your ticket to an excellent score.


Godlike
Zero in on the point-tripling arc in the 20 wedge and expect direct hits.

Awesome By Proxy

Thursday, December 3rd, 2009

Back in the day, I suppose I spent a decent amount of time playing computer games and playing role-playing games, but I never got into playing computer role-playing games — in which you become awesome by proxy:

To progress in an action game, the player has to improve, which is by no means guaranteed — but to progress in an RPG, the characters have to improve, which is inevitable.

This ties into an idea from child psychology, that those with a performance orientation see challenges as an opportunity to demonstrate their innate talent, while those with a mastery orientation see challenges as an opportunity to improve their skill:

RPGs are many things, but they are almost never hard. As I realized in childhood, the vast majority of RPG challenges can be defeated simply by putting in time. RPGs reward patience, not skill. Almost never is the player required to work hard — only the characters need improve. Failing to defeat Zeromus might mean your strategy is flawed, but it also might mean your level is too low. Guess which problem is easier to remedy?

Yet while the player is mostly marking time, the characters are accomplishing epic, heroic deeds, saving lives and defeating evil. Even when the player is not explicitly praised for this, the game makes its attitude clear. “You’re awesome!” it says, in essence. “You’re so strong and noble and heroic!” The player is showered with praise for non-achievements. It’s like porn for the performance oriented.

The characters make all the effort, but the player receives all the accolades. The game doesn’t have to say “Wow, you must be smart!” to train the player to value impressiveness that was not hard-won — even when the praise is for effort rather than skill, it is a lie. The player has expended only time.

When I learned about performance and mastery orientations, I realized with growing horror just what I’d been doing for most of my life. Going through school as a “gifted” kid, most of the praise I’d received had been of the “Wow, you must be smart!” variety. I had very little ability to follow through or persevere, and my grades tended to be either A’s or F’s, as I either understood things right away (such as, say, calculus) or gave up on them completely (trigonometry). I had a serious performance orientation. And I was reinforcing it every time I played an RPG.