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Games

April 25, 2009

Volver

On the dunes close to the ocean threre was a gentle wind , warm...en el Alicia que se opone al Popocatepetl uno detenido muy cargado...en la noche del desierto de Tarapaca uno levisimo, extremadamente leve, uno que no cargaba nada y se lo llevaba todo...hasta los pensamientos...in Los Cuernos del Paine and its cousin Mount Shasta I tried the coldest and wildest...no, the coldest was Michigan Lake...en Machupichu un flujo lento como una boa que lo abrazaba todo...un ir y venir y nada de comienzo a end

December 31, 2008

(rather like the missions that must be completed in a video game)

Controversial article about frictions between generation Y and traditional managers...what work is about?. Side comment of games and generation Y working habits.

April 26, 2007

A Visit with A WoW Warrior

Recently, I was trying to get in touch with a Senator in Chile and tried calling him multiple times, but without success. A couple of hours after my last call, he called me back and explained, saying that he had been in the middle of a battle and could not leave. Was it a political battle? No. It was a battle engagement on the MMOG (Massively Multiplayer Online Game), World of Warcraft.

The former Silicon Valley technology entrepreneur and current Senator is exploring how to use games as opportunities for training and developing people in a variety of what he calls "core human skills" such as management, leadership, and learning to learn. He is setting up a wide variety of experiments: promoting WiFi in small towns, educating across social organizations, and promoting his approach among corporate executives and entrepreneurs in many industries.

After our conversations, I felt that I was out of touch with something important. I went with a colleague to the math department at UC Berkeley where we met a graduate student who was studying Algebraic Geometry and Combinatorics, and who was also a competent WoW player. She had played for three years, had multiple characters she played, but was most advanced in her warrior character, who she had played for about 70 hours and was on the verge of being a 70 (the highest level).

We watched her play and asked questions for a couple of hours. The entire game, she collaborated with other members of her guild, once at the request of a member with less experience to help him complete a task, and once as the way to get through an "instance" that five members of her guild needed to complete to advance.

The screen contained a lot of information that she constantly was assessing. She was able to do things very fast, at the same time as talking to us about what she was doing. She and her teams quickly and efficiently assessed the styles of the different players, the dynamic constraints of the technological environment, the efficiences of various strategies, and how her team was able to understand and work with each other's strengths and weaknesses.

She told us about the practice some people have of buying characters that are at a higher skill level without having worked up to that level. Often, the gamers knew who hadn't spent time in the game and instead who had purchased their skill; they were unable to collaborate with other members of their teams in an efficient and seamless way and were liabilities.

There are many modalities to play this game that basically evolve with the tastes and creativity of the players. There are more than 8.5 million people playing this game in the world, organized around multiple servers that allow player against environment or player against player, role-playing (playing as if you were the character in the movements, in the instances, and also in the coordination of the game with the other players), or playing the game as if you were a person at a computer who is playing the game with multiple characters.

Our interviewee said that she had more than a dozen characters in multiple servers to try different ways of engaging with the game. However, one of the main reasons for this diversity was to be in touch with multiple friends. So the game is a very social experience. The team members coordinate their time zones and they meet each other to hang out with their horde peers or alliance peers. They share tools, devices, and financial resources. They criticize each other, make recommendations, learn together. She plays her main character the majority of the time with a guild that consists of 400 people, 20-30 who she knows pretty well, including their character styles, resources, and the personality of the gamer.

And so we left the meeting seeing that these MMOGs are becoming an increasingly rich space in which to develop identities in worlds that we share with others. And that is what being human is all about.

April 20, 2007

On Linguistic Games

In the late 80s, while I was visiting Logonet Inc. in Emeryville, CA, Flores' Ontological Design Community team was working on the notion of "linguistic games" in order to produce an economic framework to make practices intelligible and designable. What they invented was a reconstruction of games as declarative systems. Basically, they claimed that every single game – from chess to businesses – can be reconstructed as four kinds of declarations:

  1. The Point of the Game Declaration -- under what conditions, even in a collaborative game, can you win the game.

  2. The Existential Declarations -- which are the entities that frame the space of the game and the role identities that are part of the game. So for instance, in chess, the entities are the queen, the rooks, the pawns, the king, the board, the players, etc. In business, you have the market, customers, producers, investors, regulators, and so on.

  3. The Declaration of Actions --constitute what is and what is not going to be considered an action in this particular game. What is going to be considered a valid action, a criminal action, or a fault.

  4. These three dimensions of declarations were the declarations that allowed us to constitute any game.


  5. The team added a fourth dimension of declarations called the strategy declarations which are basically an embodiment of a historical know-how about how to play the game in a strategic way. That know-how is influenced by historical, cultural values and tastes.

One of the most interesting things that happened to me after listening to this discussion for the first time was the blurring of what I had thought were entertainment games and “real-life” games. I discovered there was no grounding for fundamental distinctions between different games, except for our commitment to our role identities in that game.

A few weeks ago, I was walking the streets of Amsterdam with Minne, talking about digital games, which he is very competent in. And he was fascinated by the possibilities that the digital world is opening for inventing games as spaces for which human beings develop social practices and meaningful identities. And I said to him that what he said looked interesting but that I was not too familiar with cybergames. And he said, but you are familiar with life as a game. So you are familiar with cybergames. And he blurred the difference between digital and physical games. So playing games is a lot more fundamental and serious than we think.

Let's end with this final reflection. One of the interesting things the Logonet team was experiencing was that most of the inefficiences in the business world came from ill-defined games -- from people playing games with no clear way to win, being blind to the games they are playing, and being unaware of the systems of declarations out of which the game is being played. The game players are unable to change the rules of the game or the stress and inefficiencies of the ill-defined game.

For example, if you are a Chief Information Officer of a company, you might suffer because there is no well-defined declaration for how to win the game your role plays. If a CIO is asked how he wins the game, he could say, "I stay on budget, I have a 98% "up-and-running" rate, and the average speed of the network is at 2 Mbps" The reaction of the business people can often be to this, "Yeah. But still technology is awful." There are no criteria that bridge IT and business people. The business people have "one point of the game" and IT has another. So there is no way to win. The founder of newScale is proposing that the language in which CIOs and business managers can play the same game is by building service catalogs in the language of the customer. By doing this, the IT guy can say, "These are the services that are relevant for you as well as the costs." So they begin playing the same game. You can find out more by reading, "Defining IT Success through the Service Catalog." Another example of an ill-defined game is you have a well-defined declaration about what will help you to lose or win the game but your existential rules are such that it makes winning the game impossible, such as not having the resources.

So bad moods in life comes in great proportion from ill-defined games. So reconstructing and designing games is a fundamental practice for creating value and evolving wasteful and valuable social spaces.

I suggest that you take some time, and find some part of your life that you want to produce some change. Use the distinctions I am giving you to reconstruct some practices: the point of the game, the existential rules, and the declarations of action and strategy. Talk with some people and reinvent those distinctions to make changes in the game. If you have any questions, let me know. You can either have the discussion here in a public space on my blog or e-mail me.

"Wittgensteins, Heideggers, and Gadamers, Oh My!"

I just came across this site which has interesting reflections about the relations between social practices, language, and linguistic games.

April 04, 2007

Ahead of the Game

One week ago, I went to visit some friends in Amsterdam who I have been in contact with for a year. They build games in multiple platforms for dealing with concerns such as education, organizational training, and participatory cultural development. Take a look.

March 14, 2007

Reflections on Rockclimbing

I learned rockclimbing with a group of young Mexican climbers in the walls of La Huasteca in Monterey, Mexico. Each time I began leading, they challenged and pushed me to never release without putting in all my effort and energy to each climb. Only after I did that, could I fall.

During that time, I was reading about rockclimbing from a German climber who told this story. "I was preparing myself to climb a 6000 ft granite wall solo. The biggest obstacle for me would be at 90ft up; if I passed that place by just a few feet, there was no way back. Now, there are two kinds of fear. There is one fear that disorganizes yourself and makes anxiety explode inside your body. And there is another type of fear, as intense as the first one, that focuses you so intensely on what is right in front of you -- the next hold and the next movement on the body -- that all else, including the future, disappears. I arrived at the 90ft mark with the second kind of fear and so knew that I had to continue.

March 13, 2007

Fast Rock Climb


Speed climbing...take a look.

March 12, 2007

Reflections on Rugby

I played rubgy from age 9 to 21 and I regret stopping playing. One of things that I am most grateful for about my experience in rugby, beyond having made wonderful friends and having had wonderful coaches, are getting some of the basic ethics of playing that game.

For example, when you play rugby, you can never leave another member of the team unprotected or alone. You know that if you do not work very closely together, you give too many chances to the other team and expose yourself to some difficulty. The second thing I learned was that the moment when things get tough, and you are exhausted, is the very moment where you need to put all your energy into play, because those are the moments that make the difference. Third, sometimes during the game, the style becomes overly aggressive. When that happens, you need to be careful because bad injuries can happen in those moments. So teams need to learn how to collaborate in very competitive environments with some basic ethic not to kill each other.

I wonder how much of those values are part of my professional and personal life.

March 11, 2007

Rugby Clips


Gary Longwell on tackles


Jonny Wilkinson advises on the perfect kick


Jonny Wilkinson's slide show