{"id":18,"date":"2008-03-20T17:30:57","date_gmt":"2008-03-20T22:30:57","guid":{"rendered":"http:\/\/blogs.law.harvard.edu\/games\/2008\/03\/20\/when-will-ati-make-social-physics-engin"},"modified":"2013-09-26T14:39:10","modified_gmt":"2013-09-26T19:39:10","slug":"when-will-ati-make-social-physics-engines","status":"publish","type":"post","link":"https:\/\/archive.blogs.harvard.edu\/games\/2008\/03\/20\/when-will-ati-make-social-physics-engines\/","title":{"rendered":"When will ATI make social physics engines?"},"content":{"rendered":"<p>Jaroslav \u0160velch laments the decline and fall, and perhaps re-emergence, of <a href=\"http:\/\/differentgaming.blogspot.com\/2008\/03\/what-you-cant-see-is-what-you-dont-get.html\">text-based narrative<\/a> in the modern video game. The analysis is worth reading; I&#8217;ve personally felt that this decline has, for some time now, limited our ability to imagine broadly and deeply. (It&#8217;s interesting, too, that many of the most innovative games of the past few years have succeeded despite, or perhaps because of, lower-fidelity graphics, the entire Wii platform among them). I wonder if cell phone games have any hope of bringing back text-based genres, whether Zork, MUDs, or IF?<\/p>\n<p>What I find especially interesting are Jaroslav&#8217;s various schema: strategies for visually representing virtual worlds (illusionism vs. illustrationism) and tricks for making worlds seem more complete than they are (clever editing, including synecdoche; and hybridized code). I&#8217;m curious the degree to which these strategies for visual representation might also apply to social representation.<\/p>\n<p>To me, there is nothing worse than playing a game that is lushly realized visually but with only the most rudimentary characterization and social dynamics in place. It&#8217;s an extension of the &#8220;uncanny valley&#8221; : the hyper-real graphics only contrast all the more strongly with the crudeness of the story or people.<\/p>\n<p>But it&#8217;s even less possible to model human behavior with accuracy than to model rippling water. (Unless, of course, we really are just <a href=\"http:\/\/www.nytimes.com\/2007\/08\/14\/science\/14tier.html\">posthuman computer simulations<\/a>). So the same tricks that apply to visual representation may also work (or fail) for behavioral modeling.<\/p>\n<p>The very menu-driven dialogue trees that have become standard for RPGs are, perhaps, a very crude &#8220;illustration&#8221; of actual human interaction. You get snapshots of your conversation with the NPC, sometimes simplified to where you don&#8217;t even know the exact words you&#8217;re using (e.g. Oblivion&#8217;s 4-pie wheel of talking). On the side of illusionism there games like Nintendogs and Black &amp; White, in which the artificial life <em>is<\/em> the thing it&#8217;s representing. Interestingly, the only example of a &#8220;hybrid&#8221; model that I can think of, Black &amp; White 2 (in which you get very detailed feedback about what your pet is learning or not), drastically undercuts the illusion of life by exposing the Creature as nothing more than an easily-programmed robot.<\/p>\n<p>Underlying the graphics that Jaroslav describes are increasingly powerful graphics engines, but I&#8217;m not sure that we&#8217;re developing increasingly powerful social physics engines to keep up. To some extent we solve the problem through multi-player games: why simulate human behavior when you can play with real people? But the appeal of games like Nintendogs and Black &amp; White, not to mention Tamagotchi and its Pleo ilk, show that simpler beings have their own appeal. Before you run, you must learn to walk: if we can&#8217;t get human behavior right, can&#8217;t we at least attempt animal behavior?<\/p>\n<p><em>&#8211; Gene Koo<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Jaroslav \u0160velch laments the decline and fall, and perhaps re-emergence, of text-based narrative in the modern video game. The analysis is worth reading; I&#8217;ve personally felt that this decline has, for some time now, limited our ability to imagine broadly &hellip; <a href=\"https:\/\/archive.blogs.harvard.edu\/games\/2008\/03\/20\/when-will-ati-make-social-physics-engines\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1658,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[113393,2958],"tags":[],"class_list":["post-18","post","type-post","status-publish","format-standard","hentry","category-archival","category-theory"],"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/18","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/users\/1658"}],"replies":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/comments?post=18"}],"version-history":[{"count":1,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/18\/revisions"}],"predecessor-version":[{"id":354,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/18\/revisions\/354"}],"wp:attachment":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/media?parent=18"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/categories?post=18"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/tags?post=18"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}