| | Mental modelsApril 10th, 2006 |
To change your world, you first have to change your own thinking. Neuroscience research shows that your mind discards the majority of the sensory stimuli you receive. What you see is what you think. The ability to see the world differently can create significant opportunities, as companies such as Southwest Airlines, FedEx, Charles Schwab and others have demonstrated. But even successful models can ultimately become a prison if they limit your ability to make sense of a changing world, in the way that major airlines failed to fully recognize the threat of upstarts such as Ryanair or that music companies, locked into a mindset of selling CDs, failed to see the opportunities and threats of music file sharing.
– from The Power of Impossible Thinking: Transform the Business of Your Life and the Life of Your Business, by Jerry Wind, Colin Crook, and Robert Gunther
Jerry Wind is the prof at Wharton who invited me to speak to his class (which I swear I will transcribe someday!), and he was kind enough to send me a copy of his book, which I am reading now. The above paragraph, right near the beginning, jumped out at me, because it resonates both with the state of the virtual world industry today and with a lot of the recent discussions in the comment threads.
In that class, which was on the subject of creativity, I stated that creativity is most often the result of two disparate things being brought together, rather than divine inspiration. It’s taking two subjects that happen to fit together like chocolate and peanut butter, and mooshing them together to create something that is new. Marrying city management and games, let’s say, or being inspired by gardening to come up with Pikmin. Obviously, in order to accomplish this, you need to be in contact with things outside of your normal daily experience; you can be pretty sure that most every combination of things close by will have been tried already: games and aliens, games and elves, games and pointlessly sexy submissive bondage chicks wrapped in snakes, etc.
It’s more than just disparate elements that must be brought together, though. You could seamlessly integrate say, games and martial arts, and end up with something that doesn’t jump out as creative to anyone, if you miss the underlying point of the martial arts piece. This demonstrates that you’re not just marrying elements together: you’re actually trying for a melding of mental models.
The Sapir-Whorf hypothesis says that language shapes our perceptions of the world. In Spanish, for example, there are two forms of the verb “to be,” which can perhaps be described as a permanent or intrisic state of being, versus a temporary condition. According to the rules of Spanish, life, marriage, and love are temporary affairs, whereas your job, gender, and temperament are permanent conditions. This resonates because one of the touchstone texts of the field of virtual worlds, Snow Crash, has as a plot point the notion that a specific language was actually designed to program the human brain (see also Delany’s Babel-17).
A lot of the discussions here about nomenclature here aren’t me speaking from the mount with authority about how things work — I don’t claim that sort of authority; rather, they are me fumbling towards new mental models. I’m doing that fumbling because I’m not satisfied with the models I have. Up-ending our definitions of things like “single-player games” or for that matter “puzzle” (in the book) is in service of altering the perspective on something that seemed too familiar. Some are calling this “Raphspeak,” but if anything, it’s better described as a nascent “Raphview,” a way to think about the issues. In the process, existing language gets bent into somewhat different shapes.
Some of the preconceptions that I am trying to challenge are mine, and some are more generally held. The process of walking through the relationship between client and server in virtual worlds is, for example, new thinking to me, an elucidation of a mental model I didn’t know I had. The example of a game grammar is different — it’s trying to bring in mental models from completely different spaces into the world of games, and for me it’s a totally new mode of thinking that is powerfully shaping how I regard games.
The industry, I think, is caught in a few mental models that are pretty widely discussed at this point: the huge importance of graphics, for example, despite the burgeoning casual games market; the importance of retail distribution despite the signals from even the retailers themselves as they change their business models away from new games and towards used ones; the value of professional content creators versus the rise of user-created content… I could go on. I do not have a crystal ball as to which of these models will survive and which will fail as business conditions change, but I do know that I think that the industry as a whole, and especially the current MMORPG segment, is at an inflection point. If there’s a time to try to build fresh mental models, this is it.

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[...] is linguistic drift. =) A language changes over time due to changes in the culture utilizing it.(Post a new comment) Log in now.(Create account, or useOpenID) [...]
[...] When news is slow, I like to read developer blogs and see what’s shaking. Raph Koster, the now former Sony Online Entertainment developer, has updated his site with a look at The Power of Impossible Thinking and how it relates to games. His point near the end is what got my attention. The industry, I think, is caught in a few mental models that are pretty widely discussed at this point: the huge importance of graphics, for example, despite the burgeoning casual games market; the importance of retail distribution despite the signals from even the retailers themselves as they change their business models away from new games and towards used ones; the value of professional content creators versus the rise of user-created content… I could go on. I do not have a crystal ball as to which of these models will survive and which will fail as business conditions change, but I do know that I think that the industry as a whole, and especially the current MMORPG segment, is at an inflection point. If there’s a time to try to build fresh mental models, this is it. [...]
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