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	<title>Antimodal Polymath Monotreme &#187; musings</title>
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	<link>http://www.antimodal.com</link>
	<description>Art, technology, and hype from the desk of Brandon Rickman</description>
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		<title>Where&#8217;s the Manifesto?</title>
		<link>http://www.antimodal.com/archives/165</link>
		<comments>http://www.antimodal.com/archives/165#comments</comments>
		<pubDate>Thu, 11 May 2006 19:45:00 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/165</guid>
		<description><![CDATA[Where is it?
]]></description>
			<content:encoded><![CDATA[<p>Two years ago I wrote some 5000 words discussing rules for creating computer games [<a href="http://www.antimodal.com/archives/000051.html">An Economy of Rules</a>]. I left off with some statements about the volatile nature of computer games, and a promise to continue the series with something called <cite>The New Forms Manifesto</cite>.<br />
Clearly I haven&#8217;t written it yet.</p>
<p><span id="more-165"></span><br />
The arrival of my daughter Corita has only taken up five months or so of my time, so obviously it is something I have been postponing/procrastinating for longer than that.<br />
A large portion of my creative energies go towards the continued study of printmaking in its many forms. Most recently I have been studying lithography, a rather complicated process with many steps and procedures. That accounts for about 1/7 of my time, or one day a week.<br />
Associated with printmaking are my occasional efforts to sell my artwork, primarily on eBay but also through wetcanvas.com (very Beaux-Arts) and Deviant Art. Investing a lot of time in any of these three sites seems to produce limited results, as advertising channels they are all highly saturated.<br />
Anyway, this New Forms Manifesto has been on my mind a lot lately, so look forward to some new thoughts soon.</p>
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		<title>Looking at White Chamber</title>
		<link>http://www.antimodal.com/archives/145</link>
		<comments>http://www.antimodal.com/archives/145#comments</comments>
		<pubDate>Thu, 29 Dec 2005 02:49:37 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/145</guid>
		<description><![CDATA[Looking at White Chamber, the new locked room puzzle from Takagism/FASCO-CS.
]]></description>
			<content:encoded><![CDATA[<p>I first played Crimson Room around February, 2004, hearing about it through <a href="http://grandtextauto.gatech.edu/2004/02/21/there-is-no-strange-thing/">Nick&#8217;s GrandTextAuto post</a>. Viridian Room came out in June of 2004, and Blue Chamber later in 2004.<br />
It has been over a year since we have seen a new locked room puzzle from Takagism/FASCO-CS. Interestingly, <a href="http://www.fasco-csc.com/news_e.html">the news on the site, dated August 4, 2004</a>, claims the next room is going to be &#8220;Pink Prison&#8221;, followed by &#8220;Tangerine Room&#8221;.<br />
(update 26 Jan)</p>
<p><span id="more-145"></span><br />
I doubt that White Chamber took over a year to produce, short of some significant setbacks. I can only speculate.<br />
At one point in Viridian Room you can peer into the Crimson Room, establishing a satisfying relationship between the two puzzles. At the end of Viridian Room your &#8220;soul&#8221;, in the form of a skeleton, is freed from the rooms. The narrative structure of the two rooms is self-contained.<br />
White Chamber is less ambiguous, and consequently less evocative than the Crimson Room puzzle. It takes the &#8220;locked in a room&#8221; idea as an established cliche. At the same time, it makes less use of forced perspective tricks to hide the items for which you are looking. Previously, these forced perspecive camera views provided most of the challenge &mdash; you had to click at the edge of the bed to see that area. Decyphering the navigation was most of the puzzle.<br />
The main prop in White Chamber is a motorcycle. Navigation around this motorcycle is somewhat infuriating, because the different views aren&#8217;t always mutually connected. Here is a map of the ten views of the motorcycle, and the navigation (perhaps 90% accurate) between them:<br />
<img alt="White Chamber motorcycle navigation" src="http://www.antimodal.com/archives/whiteroombike.gif" width="450" height="344" border="0" /><br />
There is no way to navigate a path that starts with a black circle. You can&#8217;t move from the right side rear tire to the front suspension &mdash; not that this path makes much sense in either direction.<br />
White Chamber contains one puzzle that breaks with the &#8220;click to solve&#8221; convention of the previous games. This is one of the final puzzles, in which you must <i>drag</i> items to the right locations on the screen.<br />
There is nothing unusual about this kind of puzzle in the adventure game genre, but it is not characteristic of the previous puzzles by the creators. (Consider <i>Myst</i>, where the interface was entirely point and click. Drag and drop is a different kind of interface, as is a draggable scrollbar.) In addition, the purple block puzzle is an uninteresting variation on a previous puzzle in the same game, which makes the change in navigational styles even more disappointing.<br />
See also: <a href="http://www.antimodal.com/archives/000058.html">Algorithm for constructing locked room puzzles</a><br />
A personal note: As a graduate student, I once got into a bit of hot water when I spent several weeks working on a locked room puzzle. The game used Quicktime VR with a Director plugin, so you could navigate a 360 degree view and click on hotspots within the image. During a critique, one of my reviewers was an architect-turned-3D modeller. When I asked him what he thought of the interactive quality of the project, the only thing he could talk about was the lack of molding (cornice and base molding) in the model I had rendered.</p>
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		<title>weblog usability</title>
		<link>http://www.antimodal.com/archives/134</link>
		<comments>http://www.antimodal.com/archives/134#comments</comments>
		<pubDate>Thu, 20 Oct 2005 19:51:25 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/134</guid>
		<description><![CDATA[I thought I would do a self-evaluation of my blog, as per Jakob Nielsen's Weblog Usability: The Top Ten Design Mistakes, or as I like to call it: "blusability" (pron. blue-za-bill-it-ee)
]]></description>
			<content:encoded><![CDATA[<p>I thought I would do a self-evaluation of my blog, as per Jakob Nielsen&#8217;s <a href="http://www.useit.com/alertbox/weblogs.html">Weblog Usability: The Top Ten Design Mistakes</a>, or as I like to call it: &#8220;blusability&#8221; (pron. blue-za-bill-it-ee)<br />
1. Author biography: Hm, nope, don&#8217;t have one. This is pretty much a personal blog, though I do use it for self-promotion. I probably should provide some kind of bio.<br />
2. Author photo: Don&#8217;t have one of those either. My bad.</p>
<p><span id="more-134"></span><br />
3. [Avoid] nondescript posting titles: Aside from the occasional musings, I think most of my titles are evocative of the contents. I&#8217;ve certainly seen more cryptic headlines on <a href="http://backwardscity.blogspot.com/">Backwards City</a>.<br />
4. Links say where they go: Yes.<br />
5. Classic hits are not buried: They aren&#8217;t buried so much as they predate the blog as it currently exists. People who come to this site for something besides the blog are probably looking for the Echidna game, or information on the &#8220;Dr. K&#8212; Project&#8221;.<br />
6. More than calendar navigation: Yes, I&#8217;ve got category links and search.<br />
7. Regular publishing frequency: I think Nielsen misses the mark with this one. Things like rdf and syndication and aggregation make regular publishing schedules superfluous.<br />
8. Don&#8217;t mix topics: Again, syndication and aggregation, were they to be set up effectively, make this a moot point. Admittedly, it would be better for me to create a &#8220;game channel&#8221; feed for the game blog aggregators (like <a href="http://www.gameblogs.org/">game*blogs</a>), and a different feed for the lit blogs, and so on. But this is a suggestion to keep things narrowly focused, which creates unnatural ecologies.<br />
9. Remember that you write for your future boss: I&#8217;ll take this as a point to not get too personal lest people think you have a personality. I think this applies differently in different situations, as the convetions for academic discourse are much different from those of movie reviews.<br />
10. Own your own domain: Yes.<br />
After a quick tally, I&#8217;m good for 4+ out of 10, and not in total agreement for 2 of the suggestions.<br />
I guess I will go work on my biography.</p>
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		<title>influence</title>
		<link>http://www.antimodal.com/archives/132</link>
		<comments>http://www.antimodal.com/archives/132#comments</comments>
		<pubDate>Wed, 12 Oct 2005 19:33:50 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/132</guid>
		<description><![CDATA[I recently came across the Internet Book List, a community driven book database which aspires to be as comprehensive for books as IMDB is for movies.
Picking a book at random, I did not find Dickey&#8217;s Deliverance in the database. I was hoping for a useful research tool for my 20th Century handicapping project, but it [...]]]></description>
			<content:encoded><![CDATA[<p>I recently came across the <a href="http://www.iblist.com/">Internet Book List</a>, a community driven book database which aspires to be as comprehensive for books as IMDB is for movies.<br />
Picking a book at random, I did not find Dickey&#8217;s <cite>Deliverance</cite> in the database. I was hoping for a useful research tool for my 20th Century handicapping project, but it is not quite there yet.</p>
<p><span id="more-132"></span><br />
One thing that makes me sad about the IBList is the book rating system. Once you register, you can rate books on a scale of 1 to 10 (a type of <a href="http://en.wikipedia.org/wiki/Range_voting">range voting</a>). And, like IMDB, the ratings are weighted to compensate for some books being rated more often than others.<br />
If you think about how your rating will affect the rank of a book, and if you want to maximize the influence of your opinions, you will quickly conclude that the logical thing to do is to give any book you like a score of 10, and any book you dislike a score of 1. Your opinion will be mixed in with that of dozens &#8212; or hundreds &#8212; of other voters, and making a nuanced choice between &#8220;8&#8243; or &#8220;9&#8243; is just a waste of time; a difference of 1 point lumped with 10 other voters has a net effect of .1, and with 100 has a net effect of .01.<br />
When you rate only 1 or 10, this becomes a form of approval voting. A nice feature of approval voting is that the distribution of votes is a binomial distribution (although range voting looks like a bell curve, it is not binomial), which makes it extremely amenable to statistical methods. Standard deviations can be calculated with a simple formula, and these deviations can be used to compare entries with different sample sizes, without having to rely on an artificial weighting mechanism.<br />
But the IBList people have chosen range voting, because that is the popular rating scheme that everyone else uses on the web. Everything ends up with a 7, or, on Amazon, every book gets 3.5 stars. These ratings provide no information.</p>
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		<title>proper audience</title>
		<link>http://www.antimodal.com/archives/105</link>
		<comments>http://www.antimodal.com/archives/105#comments</comments>
		<pubDate>Tue, 12 Jul 2005 19:42:05 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/105</guid>
		<description><![CDATA[Harry Potter and Grand Theft Auto are both fun, but I wouldn't recommend them.
]]></description>
			<content:encoded><![CDATA[<p>Indulge me as I muse about the value of criticism and its conflict with popular culture.<br />
In the news: Hobbiest programmers &#8212; known as &#8220;modders&#8221; &#8212; have discovered hidden sex scenes in the popular game Grand Theft Auto: San Andreas and have published code which will allow players to access the mature content. Harry Potter fans are anxiously awaiting the Friday release of the sixth book in the series, <cite>Harry Potter and the Half-Blood Prince</cite>. Grand Theft Auto (GTA) is a computer game; Harry Potter is a popular book series. They both have their champions, and their critics.<br />
The GTA champions are those who defend the game&#8217;s hyper violence and mature themes. When you buy GTA, they claim, you know what kind of game you are buying. The critics claim that the game in unsuitable for children and that, in the extreme, should have never been made in the first place.</p>
<p><span id="more-105"></span><br />
Harry Potter fans are the adults, with and without children, who enjoy reading the books. They claim if the books enourage more children to read on their own, then this makes the books even better. The Harry Potter critics say that the writing quality is poor, that it distracts both children and adults from more worthy books. &#8220;How did we ever come to this situation, where a children&#8217;s book is a bestseller?&#8221;<br />
Harry Potter and GTA are very unalike, in their content and their audience. One is wholesome, or at least of some educational value, while the other is intentionally unwholesome and pandering. But the champions of both Harry Potter and GTA are alike in the way they defend their opinions; they honestly enjoy the works, and make arguments to insist that, given the proper audience, these are both works that can enjoyed by lots of people.<br />
From the critical side, there is a problem with the &#8220;proper audience&#8221;: it is an abstraction, it doesn&#8217;t exist. Whether or not someone is part of the proper audience doesn&#8217;t prevent them from taking a book or game off the shelf. In the case of computer games, yes there are restrictions on who can purchase a game (the ESRB), but these restrictions only apply in some, and not all, cases where someone picks up a game. In the case of a book, there is no sign on the bestseller shelf which says: &#8220;Warning: children&#8217;s book&#8221;.<br />
Without a &#8220;proper audience&#8221; in place to regulate who consumes which product, there is no &#8220;parental supervision&#8221; and no &#8220;suggested rating&#8221; &#8212; these are only temporary situations which will fade quickly, while the products remain solid.<br />
The result is that we end up with a lot of copies of these books and games, they become pervasive, and, by this pervasiveness, tomorrow&#8217;s readers will assume these things are of value. Kids and adults will both read Harry Potter and play GTA, because they are fun.<br />
This is the responsibility that most champions remain unaware of. Are these the things you want to see on the library bookshelf?  If getting kids to read is a good thing, is Harry Potter the kind of reading you want to encourage? Personal taste aside, aren&#8217;t there more memorable and more meaningful books out there?<br />
And for the GTA defenders, this will only lead to more games oriented around sex and violence. It doesn&#8217;t matter what the critics and watchdogs say; having a copy of this game on your shelf is a stronger endorsement than any amount of parental supervision can overcome.<br />
We all want our opinions to be heard and considered. Yet when we listen to other people&#8217;s opinions we consider them collectively. You can&#8217;t have an opinion about every book and every game, because no one has enough time to examine every one of them. So we&#8217;re forced to accept the collective opinion on these things. In the case of both Harry Potter and GTA, the collective opinion says &#8220;thumbs up, we recommend it.&#8221; Special conditions mentioned by individuals &#8212; &#8220;but not for children&#8221; &#8212; get lost in the mix.<br />
&#8230;</p>
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		<title>exposition</title>
		<link>http://www.antimodal.com/archives/99</link>
		<comments>http://www.antimodal.com/archives/99#comments</comments>
		<pubDate>Thu, 16 Jun 2005 21:27:34 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/99</guid>
		<description><![CDATA[musing about Dune, the Matrix, and backstory.
]]></description>
			<content:encoded><![CDATA[<p>I recently read the first two books in the Dune series, <cite>Dune</cite> (1965) and <cite>Dune Messiah</cite> (1969). An interesting feature of the Dune story is that the books only cover key events in the adventures of Paul Muad&#8217;dib &#8212; in the first book: Paul&#8217;s adolescent exposure to Dune, the attack by the Harkonnens, Paul&#8217;s transformation into the Kwisatz Haderach, the spectacular defeat of the Emperor. Then the story jumps forward twelve years, years which are presumably full of exciting action sequences that we never get to see, because they only serve as exposition to get to the next interesting part of the story.<br />
There is also a rich backstory for the characters and the story universe. Through the story we get hints at how Paul was trained as a child, of the actions of the Bene Gesserits, of a long distant galactic colonization. This backstory is both detailed and vague, providing room for new elements to be pulled into the story as needed. For example, the Bene Tleilax (or Tleilaxu) have little importance in the first novel (which was originally a serial), but become central to the plot of the second novel (also originally a serial).</p>
<p><span id="more-99"></span><br />
Contrast this with a more contemporary science fiction story, such as <cite>The Matrix</cite>. While the Matrix universe is rich in backstory, the individual characters have almost no backstory at all. In particular, one doubts that Neo was ever a child, that he ever had parents or went to school. He is simply a character who, like many others in his world, is searching for a way &#8220;out&#8221;, for no clear reason. As for the action of the story, it is mostly exposition: first Neo learns the truth of his world (by escaping the Matrix), then he learns his role in world (by visiting the Oracle). Finally we get some adventure, Neo becomes the One and defeats his nemesis all in one long explosive scene. End of part one.<br />
In the second Matrix film, a new part of the backstory has to be developed: the assorted &#8220;rogue programs&#8221; who also reside in the Matrix universe. The entire second movie consists of plot devices to get to the climactic scene, which turns out to be yet more exposition &#8212; by the Architect &#8212; on how the Matrix universe works. There is seemingly no story here at all, the action is just a slow setup for yet another movie where (hopefully) something important will happen.<br />
So here are two approaches to telling a thematically similar story (the Hero&#8217;s Journey), one of which is, in my opinion, far more engaging. (This is not meant to be a novel versus film argument.) In one sense, the second Matrix movie represents the time between important actions, the equivalent of the twelve years that are intentionally elided from the Dune story. But in another sense, having the events of the second and third Matrix movies fall so close on the heels of the first movie diminishes the story of the first movie; when does Neo have time to be the hero he has become? When will he use his powers? If he doesn&#8217;t use his powers (his powers within the Matrix) then what was the whole point of having them?<br />
In contrast, Paul Muad&#8217;dib is allowed to use his powers &#8220;off screen&#8221;. And not just Paul; all of the characters, friend and foe alike, get a chance to act behind the scenes.<br />
I feel I&#8217;m not quite making the point I wanted to make. I&#8217;m trying to avoid talking about sequels, the way that a successful book or movie can spin out into a series of books or movies. Sequels have their own special features, they have more than just a basic backstory (hidden story), they have  an explicit background story (the previous episode), and the interstitial backstory (what happened between episodes), all of this <i>in addition to</i> the original backstory.<br />
So what is important about sequels is the way they divide a story into episodes, and the space between those episodes. The story made up of these episodes is an overarching story; now, the question is, how big should this overarching story be? Should it consume the entire backstory, as I feel The Matrix does? What if the story is small in comparison to the backstory? I think both cases are subject to historic trends. There are also trends in how much interstitial backstory is created between episodes.<br />
Take the Harry Potter novels, for example. This is a story that leaves very few gaps in the action, every important event in Harry&#8217;s life is detailed here. The story is also constructed around  the revelation of the backstory leading up to Harry&#8217;s orphanhood. If there is any doubt as to the importance of the overarching story vs. the backstory, look at the verbosity of these books. No background element is so small that it doesnt get at least a paragraph of exposition.<br />
Take another example, the original Star Wars trilogy. Here we have a sophisticated backstory which remains largely untapped after three movies. But then look at the new Star Wars films &#8212; their sole purpose is to expose the backstory which supported the original trilogy. If you ask me, more interesting things happen at the other end of the story, some time after the Jedi victory. The production of the two trilogies span the change of trends, from large backstory to large, uh, forestory.</p>
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		<item>
		<title>Game Studies</title>
		<link>http://www.antimodal.com/archives/71</link>
		<comments>http://www.antimodal.com/archives/71#comments</comments>
		<pubDate>Mon, 20 Sep 2004 21:09:18 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/71</guid>
		<description><![CDATA[This afternoon my attention was caught by an exchange between Julian Raul K
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			<content:encoded><![CDATA[<p>This afternoon my attention was caught by an exchange between <a href="http://www.particlestream.motime.com/">Julian Raul K</p>
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		<title>sitting on the floor at SIGGRAPH</title>
		<link>http://www.antimodal.com/archives/66</link>
		<comments>http://www.antimodal.com/archives/66#comments</comments>
		<pubDate>Wed, 11 Aug 2004 17:38:30 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/66</guid>
		<description><![CDATA[So I&#8217;m sitting on the floor near the Emerging Technologies booth at SIGGRAPH, wirelessly connected to the web. Getting wireless working takes a little perseverance, there are plenty of hotspots set up but something, perhaps sunspots or people with Intel laptops or cars with loud stereos, tend to send network connections askew. The most amazing [...]]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;m sitting on the floor near the Emerging Technologies booth at SIGGRAPH, wirelessly connected to the web. Getting wireless working takes a little perseverance, there are plenty of hotspots set up but something, perhaps sunspots or people with Intel laptops or cars with loud stereos, tend to send network connections askew. The most amazing thing about wireless tehcnology is that people are willing to put up with such low reliability with these things &#8212; rather than admit that wired connections are simply a better way to live.</p>
<p><span id="more-66"></span><br />
If I were astute I would try to make an analogy between the foibles of wireless technology and the spectacle of SIGGRAPH. Okay, well clearly wireless technology is in transition, something that needs to move to a higher density in order to be satisfying. But a higher density wireless network is going to require a denser infrastructure, which means that many more wireless repeaters plugged into the wall.<br />
SIGGRAPH too is in transition, slightly (say 20%) diminished from its peak a few years ago. There are still as many people attending the exhibition, but the number and scale of the exhibitors has decreased, and so there is something of an increased density of warm bodies, the same number but in a smaller space. Which is what tends to happen around wireless hotspots &#8211; lots of laptops in a small area.<br />
Well, this isn&#8217;t a particularly inspiring analogy, so I think I&#8217;ll leave it at that.</p>
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		<title>Algorithm for constructing locked room puzzles</title>
		<link>http://www.antimodal.com/archives/61</link>
		<comments>http://www.antimodal.com/archives/61#comments</comments>
		<pubDate>Tue, 15 Jun 2004 05:22:11 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/61</guid>
		<description><![CDATA[Just thinking out loud here, with no real context.
The player is confronted by a locked door. How does he open it?
A common construction for this puzzle is the paper-under-the-door skeleton key setup: the key is in the opposite side of the lock, and can be pushed out of the lock with a small pointed object, [...]]]></description>
			<content:encoded><![CDATA[<p><i>Just thinking out loud here, with no real context.</i><br />
The player is confronted by a locked door. How does he open it?<br />
A common construction for this puzzle is the paper-under-the-door skeleton key setup: the key is in the opposite side of the lock, and can be pushed out of the lock with a small pointed object, to land on a sheet of paper which can then be pulled back under the door. This is a slightly sophisticated puzzle, because it requires the interaction of three objects: the door, the small pointed object, and the flat object. (The key is not part of the interaction, it is the reward for solving the puzzle.)<br />
Step 1: operate the flat object on the door<br />
Step 2: operate the pointed object on the door<br />
Step 3 (obvious): retrieve the flat object</p>
<p><span id="more-61"></span><br />
Hidden in these steps is a potential losing state: if the player operates the pointed object on the door without first operating the flat object on the door, then they key will become unreachable. It isn&#8217;t this losing state that makes this puzzle what I called &#8220;slightly sophisticated&#8221;, the sophistication comes from having to operate the two objects independently. One object does not &#8220;produce&#8221; the other, the player must have both at once.<br />
Other than that, this situation can be defined as a sequence of states, allowed actions, and results:<br />
state / allowed action / result<br />
key-in-lock / operate(flat object, door) / go to state key-in-lock-can-be-pushed<br />
key-in-lock-can-be-pushed / operate(pointed object, door) / go to state key-on-flat-object<br />
key-on-flat-object / operate(flat object) / go to state have-key<br />
Player actions are simply motivated by the need to discover the next state-changing operation.<br />
Forgoing any losing states, it should be relatively easy to construct an endless series of locked room puzzles. Start with the pointed object, the flat object, and the locked door, and create a state that is one operation removed, then create another state from there, and so on.<br />
I want to be able to create these puzzles with a step parameter, so if steps = 5 then it will take 5 operations (opening things, unlocking things) to complete the puzzle.<br />
Every object must have a location. This location may be a room, or some relationship with another object. For example, the flat object might be located under a piece of furniture. Now the flat object has a location, but the addition of the piece of furniture means that it too needs a location.<br />
Finding a object that is not in an obvious location (in plain sight) counts as a puzzle step.<br />
Some objects can be locked, such that their concealing relationship cannot be explored unless they are unlocked. For example, a desk might have a locked drawer. The player must find the desk key to unlock the desk (1 step), and then open the desk (1 step).<br />
Concealing locations that cannot themselves be concealed are called rooms. Rooms can be locked. The key-in-lock door is in room alpha. All other rooms must connect to room alpha in some way.<br />
There is a design decision to be made here: does the player start in room alpha, or must he find it just as he must find the flat object and the pointed object?  If he has to find it, the overall motivation for getting out of the room/unlocking the door will be hidden. Without this motivation, the player will be solving arbitrary puzzles without knowing why &#8212; of course the locked room is itself arbitrary, but it functions as a ground, a central setting for other player interactions.<br />
First thing to do is build a library of objects. Each object can be queried for potential state paths, and their corresponding step costs. These paths are: is contained (1 step), is locked (1 step), has a location (0 steps).</p>
<h2>Building the puzzle</h2>
<p>Place the sharp object and the flat object into a list. We&#8217;ll say the sharp object is a pin and the flat object is a newspaper.<br />
[pin, newspaper]<br />
Now, querying the list, we have these possible paths: pin is contained (1), pin is located (0) newspaper is contained (1), newspaper is located (0). Choose a path, make the appropriate changes, and repeat.<br />
Say we choose &#8220;pin is contained&#8221;, now we pick a container: a desk. Since the pin is now contained, it has a location. Since it has no more possible paths, it could be removed from the list for efficiency. Add the desk to the list.<br />
[newspaper, desk]<br />
Possible paths: newspaper is contained (1), newspaper is located (0), desk is locked (1), desk is located (0).<br />
Choose &#8220;desk is located&#8221;. We need a room, &#8220;room 1&#8243;. This room will go on the list.<br />
[newspaper, desk, "room 1"]<br />
Possible paths: newspaper is contained (1), newspaper is located (0), desk is locked (1),<br />
&#8220;room 1&#8243; is locked (1).<br />
Choose &#8220;desk is locked&#8221;.<br />
And so on.<br />
Once the puzzle has the required number of steps, any objects without a location can be resolved. This has to be done with some care, to make sure objects are accessible when they are needed. One way to do this is to record the associated step number for any step with the object, and also with rooms.<br />
Sample:<br />
step t &#8211; 0: look under bed, find newspaper<br />
step t &#8211; 1: unlock &#8220;room 1&#8243; with door combination (access to bed)<br />
step t &#8211; 2: find door combination in book<br />
step t &#8211; 3: look in desk, find pin<br />
step t &#8211; 4: unlock desk with desk key<br />
rooms: room alpha (max), room 1 (t &#8211; 0)<br />
unlocated objects: desk key (t &#8211; 4), desk (t &#8211; 4), book (t &#8211; 2)<br />
Objects must go into rooms that can be reached at or before the object step, so the book cannot be located in room 1.<br />
Here the three objects could all go into room alpha, or a new room can be created for some of the objects. It depends on the visual design for rooms, how many objects can be fit into one room location.<br />
Note: because there are two objects involved in the master solution, getting to those two objects results in two parallel paths of action, and the constructed path is a variant from a set of combinatorial solution paths.<br />
Finally, once all the objects are located in rooms, we need to connect the rooms. Starting with rooms with step t &#8211; 4 (the max value), connect these rooms together. Then lower the value to t &#8211; 3, t &#8211; 2, and so on, adding rooms to the existing network of rooms. This insures that each room can be reached in time.<br />
That&#8217;s it. Now it should be possible to explore the set of rooms, opening and unlocking objects to solve the puzzle.</p>
<h2>Some thoughts on &#8220;sophistication&#8221;</h2>
<p>The different types of operations can be classified by the number of objects they consume. Some of the consumed objects may be inventory items, while others are location specific.<br />
Opening a container &#8211; this operation consumes one object, the container. Whether it is opening a small box (in the inventory) or opening a desk drawer (in the location), one object is consumed. There is no net change in the number of objects in the world, because an object is created for the object consumed.<br />
Unlocking a container &#8211; this operation consumes two objects: the key, and the container. The container is consumed because it must then be opened. Any puzzle where a key, a code, a tool, &amp;c is needed is an unlocking operation. There is a net loss of one object, because one object is created and two are consumed. (One can argue, particularly from the technical point of view, that two objects are created, when you account for the creation of the unlocked container. This is also more in line with the operation/state change construction of these puzzles.)<br />
Unlocking a &#8220;sophisticated&#8221; container &#8211; unlocking the skeleton key door requires three objects: the door, a flat object, and a sharp object. There is a net loss of two objects.<br />
By this classification, the &#8220;sophisticated&#8221; container is an expensive puzzle to create, because it needs to consume more objects. Even more sophisticated containers (requiring three keys, four jewels, and so on) consume more objects. And, from the technical perspective, there is truly a net loss of objects, if no intermediate objects (a partially unlocked container?) are created.<br />
Another way to think of &#8220;sophisticated&#8221; containers is to look at them as critical junctures. These are operations that will turn a bunch of objects into a smaller number of more important objects. I&#8217;m thinking of <i>Viridian Room</i>, which has two such critical junctures: building the &#8220;soul box&#8221; and the final puzzle. The other puzzles are just the exchange of one object for another: the diary key for the thing, the red blanket for another thing.</p>
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		<title>An Economy of Rules (part 6)</title>
		<link>http://www.antimodal.com/archives/56</link>
		<comments>http://www.antimodal.com/archives/56#comments</comments>
		<pubDate>Thu, 13 May 2004 23:35:41 +0000</pubDate>
		<dc:creator>dr.k</dc:creator>
				<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.antimodal.com/archives/56</guid>
		<description><![CDATA[The sixth and final part of the series.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.antimodal.com/archives/000025.html">Part 1</a><br />
<a href="http://www.antimodal.com/archives/000026.html">Part 2</a><br />
<a href="http://www.antimodal.com/archives/000032.html">Part 3</a><br />
<a href="http://www.antimodal.com/archives/000036.html">Part 4</a><br />
<a href="http://www.antimodal.com/archives/000043.html">Part 5</a><br />
Games and form. What is the form of a computer game? Should the form be restricted by certain requirements, so that one form of computer games requires a &#8220;PC&#8221; system with a certain level of video and audio support, and a certain operating system? That would make things easy in many ways, so that &#8220;computer game&#8221; would be shorthand for a PC-based game with certain requirements. Normally the PC part is referred to as a platform, so you have the PC platform, the Mac platform, the Gameboy platform, and many others.<br />
Some computer games exist on multiple platforms. Are they the same games? Sometimes. Are they the same form? No, I think they are different forms. The title, or brand, of a game may be the same, but the PC version of <cite>Diablo</cite> is different from the Playstation version of <cite>Diablo</cite>.</p>
<p><span id="more-56"></span><br />
But if different platforms can split one game into multiple forms, do different computers, with different configurations, also make many forms out of the same game? I think perhaps they do, but it isn&#8217;t an interesting split &mdash; I would say rather that a game with certain system requirements will only take on a functional form when those requirements are met, so a given game played on a collection of different computers will be either functional or non-functional on each of those machines, and the computer game form is limited to the functional form. (In other words, it is only meaningful to talk about computer games when they can be played. Distorted and dysfunctional game forms are something else.)<br />
The form is not merely the software, but includes a computer monitor, a mouse, a keyboard, &#038;c. The computer game, as a functional form, requires some kind of platform. A given game is refined by the established idioms, and structured according to the operations of structure, and crafted by tools, and given a polished surface.<br />
[At this point I have to pause and wonder: why don't "game studies" people talk about different platforms?  Have I missed some fantastic scholarship on the evolution of the Playstation controller in a past issue of <cite>Game Studies</cite>?  Or is such a thing too technical for academic pursuit?  Certainly the issue of obsolete and inaccessible platforms is an issue for the historic study of computer games.]<br />
As game genres develop, they put stresses on the idioms they are based on.  Some of this stress can be absorbed on the idiom level, but sometimes it can have an effect on form as well.  Do you have a joystick hooked up to your computer?  Do you have a floor mat for playing <cite>Dance Dance Revolution</cite>? For some games, changes in the form (with respect to the system configuration) are optional, and others not.<br />
Are there rules of form? I think the rules of form are less tangible than the rules of idiom, they aren&#8217;t as easy to locate the way that idiom can be identified by a lexicon. At the same time, form is an abstraction of the physical, at least for the form of computer games. For a given game, there is an abstract form &mdash; the PC platform &mdash; that allows the game to be played.  But the rules that determine that form, the technology, the market forces, the laws of physics, the cultural mores, are not motivated by games. Which is to say, computers weren&#8217;t invented so that people could play computer games.<br />
So I think computer games, as a form, are an incidental product. They are also quite volatile and fragile. This may seem contradictory, especially for a form which has yielded a number of popular titles and dozens of different genres, but that is the difference between looking at the whole field of computer games versus the hundreds of individual forms taken on by those games.  One game form (platform) may support a hundred &#8220;game titles&#8221;, and a hundred game forms support a million games, but history locates each of those individual forms in a very narrow period of time. Computer games are less like novels, and more like movie theaters &mdash; not just the rolls of film, but the projector and screen as well.<br />
The computer game is a form that is perpetually dying, which means it must be perpetually reinvented.<br />
Next: The New Forms Manifesto</p>
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