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Twilight Struggle on the Tabletop

Twilight Struggle Cover

Pat Harrigan and I have just published an essay on the remarkable game Twilight Struggle in a new book that Greg Costikyan and Drew Davidson edited for ETC Press: Tabletop: Analog Game Design. We find Twilight Struggle fascinating — it is not just a game about the Cold War, in which one recapitulates many key events of that period through play, but a game that requires thinking like a cold warrior.

For all its effectiveness as a historical simulation, Gupta and Matthews are clear that the game reflects a certain perception of history, not history itself. In the first place, “winning” is truly an option, unlike the murky outcomes of the real Cold War. Nor does the game reflect any ideological differences within nations or their leadership, except as the limited effects of certain card events, which do not meaningfully realign the geopolitical goals of either side. Ideology, communist or capitalist, is unimportant, as are the local politics of nations except insofar as they affect the wider game struggle. At the same time, one of the most compelling features of Twilight Struggle is how it places players in a collage Cold War mindset, in which competing historical ideologies are literally true and have definable in-game effects.

The rest of the book also looks great — I’ve just started digging into it — with contributions from Stone Librande, Lew Pulsipher, John Sharp, Ian Schreiber, Jim Dunnigan, Dave Parlett, Richard Garfield, Peter Olotka, John Kaufield, Chris Klug, Kevin Jacklin, Ira Fay, Brian Magerko, Simon Ferrari, Matthew Berland, Ray Mazza, and Brenda Bakker Harger. You can read everything for free online (though with some unfortunate formatting) or get a hard copy from Lulu.

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Workshop on Artificial Intelligence in the Game Design Process (IDP 11)

Adam Smith (also of EIS) and I are organizing a new workshop to be co-located with AIIDE 2011 on the intersection of AI and game design. Game AI usually refers to controlling interesting agents in a game world, but this workshop is focused on how AI can assist during the game design process itself. Our belief is that bringing concerns from design studies, computational creativity, and game production into contact with AI can result in a radically new and productive view of AI in games.

The deadline for long and short papers is July 18th. Position papers and submissions from industry about interesting game design problems (with or without existing AI solutions!) are especially encouraged. More information including the complete call for papers is available on the IDP 2011 website.

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Fantasy, Farms, and Freemium: What Game Data Mining Teaches Us About Retention, Conversion, and Virality

This past Saturday I had the pleasure of delivering a keynote presentation at the 2011 Mining Software Repositories (MSR 2011) conference (part of the pleasure being the location, Waikiki beach in Hawaii). My slides are available in pdf (1.3M) and ppt (13.5M).

The talk explores how to use mined gameplay data to reduce the cost of developing games, and to understand the interactions between game design decisions and player retention. It also takes a dive into the design of CityVille, focusing on the techniques it uses for attracting new players to the game. It summarizes research performed by Ken Hullett, Nachi Nagappan, Eric Schuh, and John Hopson on Project Gotham Racing 4, as reported in the paper, Data Analytics for Game Development in the NIER Track at the 2011 Int’l Conference on Software Engineering, and research performed by Ben Weber, Michael John, Michael Mateas, and Arnav Jhala reported in the paper, Modeling Player Retention in Madden NFL 11.
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Depicting Relationships: The limits of language

The heart of the english sentence (and equivalent sentential forms in other natural languages) lies in connecting ideas together and creating meaning. Like placing two portals from the recent hit sequel by Valve, you are changing the space without necessarily adding or subtracting from it. You’re using what’s already there, but rearranging it; repurposing it. Relying on a complex process of disambiguation to carry through your novel contribution to the whole of spoken or written utterances (as you learn in English grammar classes).

Have you ever considered words to be a bit constraining? I am a self avowed white boarder; I love to take a slab of potential symbols and diagrams and put things there. Able to change, able to be added to at any point. But still fixed, still temporal. Time itself is a bound on language: words occur one after the other in sequence, and despite the eloquence and mellifluence with which they can and have been applied, they do break down. At such points symbols with even more complex meaning come into play, conjuring up the various notations used in science and math to describe not only the relationships under study, but the idea as it is processed. Wikipedia’s solution is to record all changes in a log of edits, but to maintain a “canonical”, current version of the entries visible to users. It hearkens back to a world of order which curated, authoritative knowledge could be contained in neat entries with headings; where you could browse from one topic to another, and eventually the network of relationships, the implicit model of the combined understanding of the contributors would coalesce and you’d go, “Aha.” Online forums are littered with issues of contention where few such epiphanies are found.

There’s been a number of interesting approaches to this limitation — from a technological standpoint, at the very least. Mindmaps are easy to draw on paper or a whiteboard, and include creating ad hoc relationships and heirarchies between words representing ideas. Although this surpasses the linearity issue, space and the ambiguity of words leads these to be often little more than outlines and hooks into your memory. All relationships are embedded in our interpretations of those lines. A great example of this in a more interactive medium is the visual thesaurus. A more utilitarian and extensive variation on the idea is present in org-mode ( — which I’m using in writing this and heartily recommend) and freemind.

These are technologically extended mindmapping utilites that not only organize words, but associate text, code and even meaning to nodes. But ultimately, concepts are equal participants in multiple different relationships at once, and capturing the complexity into a format easily tractable and understandable in a single screen is hard.

What have you done to address this in your own work? In the complex endeavor of scholarly communication and idea development, are long form journal articles and synchronized google docs and whiteboards really the best that we can do? Is there a way to link one’s knowledge, one’s individual representations into and from ongoing discourses? Microsoft has placed it’s chips on the table (the enhanced, expensive kind) with the Microsoft Surface and its soon to be released successor. But what about both cases — when you’re alone with your idea, when they need to escape your head and be considered in some other forms — how do you see these tools evolving?

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Indie Game Panel Speaking at UCSC

I’m very pleased to announce that we have three distinguished speakers visiting this Thursday, May 26, in our introductory game design course, also known as 80k. The panel runs from 12-1:30pm in the UCSC Media Theater. We’ll talk about what’s happened in the three years since Braid brought the indie scene to mainstream attention, where things are going next, what passion drives the in-progress games they are creating, what lessons they would share with aspiring indie studio creators, and more — including topics the audience brings.

Our distinguished panel includes three of the most prominent indie game developers in the world:

Jonathan Blow (Braid)

Chris Hecker (SpyParty)

Alex Neuse (BIT.TRIP series)

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Jessica Enevold, John Davison, and Damon Brown at UCSC this week

We have three great talks on games this week at UC Santa Cruz. All are free and open to the public. Please help spread the word!

Monday
Title: Mama Ludens vs Fanboi – What is wrong with the Gaming Revolution?
Speaker: Jessica Enevold, Assistant Professor at Lund University, Sweden and Managing Editor for the journal Game Studies
Time and Place: 2pm Monday May 16th, Engineering 2 room 599

Tuesday
Title: What will the games business look like in 5 years?
Speaker: John Davison, VP of programming at CBS Interactive for GameSpot and Metacritic
Time and Place: noon Tuesday May 17th, Media Theater (M110)

Friday
Title: Human Sexuality and Video Games
Speaker: Damon Brown, journalist for Playboy, New York Post, Family Circle, and others
Time and Place: 11am Friday May 20th, Engineering 2 Simularium (room 180)

More information below. Read More »

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