←back to thread

Software Friction

(www.hillelwayne.com)
141 points saikatsg | 7 comments | | HN request time: 0.413s | source | bottom
Show context
WJW ◴[] No.40716351[source]
> What about event planners, nurses, military officers?

As a Dutch ex-Navy officer, we just called this "friction" as everyone had read Von Clausewitz during officer training and was familiar with the nuances of the term. Militaries overwhelmingly address this problem by increasing redundancy, so that there are as few single points of failures as possible. It is very rare to encounter a role that can only be filled by a single person, a well designed military organization will always have a plan for replacing any single individual should they accidentally die.

replies(3): >>40716751 #>>40716762 #>>40716962 #
pjc50 ◴[] No.40716962[source]
"The graveyards are full of indispensable men" -- attr. Napoleon

"I can make a brigadier general in five minutes, but it is not easy to replace a hundred and ten horses" -- attr. Lincoln (exact words vary by source)

It's noticeable how few computer wargames simulate any of this, instead allowing for frictionless high speed micromanagement.

replies(11): >>40717079 #>>40717152 #>>40717994 #>>40718104 #>>40718606 #>>40719587 #>>40720084 #>>40721062 #>>40722174 #>>40722658 #>>40734334 #
1. senkora ◴[] No.40718606[source]
In the novel Ender's Game, the Command School training takes an interesting approach.

Ender is able to see the full battlefield (modulo fog of war) because of ubiquitous faster-than-light sensor technology. But he doesn't control any ships directly. Instead, he issues orders to his subordinates who "directly" control squads of ships.

I've always wondered if anyone's ever made something like this. A co-op war simulation game with instant visibility but divided, frictioned actions. Nothing about it would be technically difficult. It would probably be socially difficult to find enough players.

replies(4): >>40718765 #>>40719182 #>>40721210 #>>40722661 #
2. cschneid ◴[] No.40718765[source]
There are some hybrid RTS/First Person Shooter games sorta like that.

A commander who can place buildings or resources, and ping locations, and has a birds eye view, and then grunts on the ground trying to do what's actually needed.

replies(1): >>40720038 #
3. KineticLensman ◴[] No.40719182[source]
> Instead, he issues orders to his subordinates who "directly" control squads of ships. .... I've always wondered if anyone's ever made something like this

See my other comment - lots of real military command training involves the trainees issuing orders to subordinates (role players) who interact with the simulation.

> It would probably be socially difficult to find enough players.

Military training finds them by using real soldiers as role-players (understanding how to handle an order is a useful secondary training effect) and there are also loads of ex-soldiers who will happily (for a small consultancy fee) support an exercise for a few days.

4. Tyr42 ◴[] No.40720038[source]
Dwarf fortress? You can place work order but your dwarves might be too busy throwing a party to build them.
5. rocmcd ◴[] No.40721210[source]
Battlefield 2 (from 2005) and some of the later Battlefield games have a dedicated "Commander" role like that. [0] The friction would be in the fidelity of how your squad spots enemies (allowing the Commander to see them on their map) and whether they actually follow orders (which on public servers was always a question). It was actually a ton of fun if you took it somewhat seriously.

[0] https://battlefield.fandom.com/wiki/Commander_(Feature)

6. throwway120385 ◴[] No.40722661[source]
This is how a lot of MMOs like Eve Online worked. You'd have a person or group of people leading the fight and they could see what was happening and would issue orders. But then it would trickle down to different groups and that friction made combat really interesting. Plus there was always latency between issuing a command and the ship acting on the command that was proportional to how massive the ship was. So you could find yourself out of position and unsupported if you moved out of step, and you always had to rely on someone else for the overarching strategy and target priorities.
replies(1): >>40726267 #
7. Cthulhu_ ◴[] No.40726267[source]
Eve Online goes even further, with empire leadership making political decisions, alliances, etc. That said, it feels like that aspect of the game is focused on avoiding conflicts, because it's oftentimes a net loss if they cannot control the newly captured territory for long.

It's one reason why I stopped playing, it's the kind of metagame I can't get into without dedicating tons of time and communicating with others. I just want to fly ship and go brrt without fearing other players or having to cooperate with them.