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End of an Era

(www.erasmatazz.com)
215 points marcusestes | 1 comments | | HN request time: 0.406s | source
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lxdesk ◴[] No.44429120[source]
Crawford's work is worthy of study, as is the causation for why he experienced external failure. It embodies the "simulationist" aesthetic of game design: given enough modelled parameters, something emergent and interesting will happen. This was a trend of the 20th century: computers were new and interesting, and simulations did work when you asked them to solve physics problems and plan logistics. Why wouldn't it work for narrative?

But then you play the games, and they're all so opaque. You have no idea what's going on, and the responses to your actions are so hard to grasp. But if you do figure it out, the model usually collapses into a linear, repeatable strategy and the illusion of depth disappears. You can see this happening from the start, with Gossip. Instead of noticing that his game didn't communicate and looking for points of accessibility, he plunged further forward into computer modelling. The failure is one of verisimilitude: The model is similar to a grounded truth on paper, but it's uninteresting to behold because it doesn't lead to a coherent whole. It just reflects the designer's thoughts on "this is how the world should work", which is something that can be found in any comments section.

Often, when Crawford lectured, he would go into evo-psych theories to build his claims: that is, he was confident that the answers he already accepted about the world and society were the correct ones, and the games were a matter of illustration. He was likewise confident that a shooting game would be less thoughtful than a turn-based strategy game because the moment-to-moment decisions were less complex, and the goal should be to portray completeness in the details.

I think he's aware of some of this, but he's a stubborn guy.

replies(2): >>44429235 #>>44433925 #
1. whoisyc ◴[] No.44433925[source]
> He was likewise confident that a shooting game would be less thoughtful than a turn-based strategy game because the moment-to-moment decisions were less complex

Sounds like a classic example of Moravec’s paradox:

https://en.wikipedia.org/wiki/Moravec%27s_paradox

It’s not that a shooting (or action, or heck talk to competitive fighting game players) game has less decisions for the player to make, it’s that the decisions being made are all subconscious decisions about movements and difficult to put into words.