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> <channel><title>Comments on: The ludic fallacy</title> <atom:link href="http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Ludic Fallacy in IT &#171; Linux Philippines</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-207918</link> <dc:creator>Ludic Fallacy in IT &#171; Linux Philippines</dc:creator> <pubDate>Fri, 18 Nov 2011 02:54:12 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-207918</guid> <description>[...] Nicholas Taleb&#8217;s The Black Swan, you better grab the book now. He advanced the notion of ludic fallacy which is so prevalent in education through standardized tests, the gamification of learning through [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Nicholas Taleb&#8217;s The Black Swan, you better grab the book now. He advanced the notion of ludic fallacy which is so prevalent in education through standardized tests, the gamification of learning through [...]</p></div> ]]></content:encoded> </item> <item><title>By: Pluto in Libra &#8211; The Gamer Generation &#124; Two Fishes Astrology</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-167187</link> <dc:creator>Pluto in Libra &#8211; The Gamer Generation &#124; Two Fishes Astrology</dc:creator> <pubDate>Sun, 25 Jul 2010 01:58:21 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-167187</guid> <description>[...] I ran across this entry at Raph Koster&#8217;s blog: Recently I had a discussion with a management and leadership consultant, and we were discussing [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] I ran across this entry at Raph Koster&#8217;s blog: Recently I had a discussion with a management and leadership consultant, and we were discussing [...]</p></div> ]]></content:encoded> </item> <item><title>By: len</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143345</link> <dc:creator>len</dc:creator> <pubDate>Mon, 15 Dec 2008 21:17:21 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143345</guid> <description>Is a previously unencountered capability in an antagonist sufficiently &#039;non-linear&#039;?   For example, in sea battles, aircraft changed the playbook entirely by changing the value, pace and order of maneuvering as well as the kinds and types of ships.   Radar changed the battle strategy from one of putting ships next to one another into finding the fleet first then maneuvering.  The difference is when both sides have aircraft, therefore scouts, and one side has radar and the other does not.
Or would disruption only be considered a black swan if both had sailing ships and one of them had radar?
I have some trouble discerning what is sufficiently disruptive as to constitute a black swan that is discontinuous.</description> <content:encoded><![CDATA[<p>Is a previously unencountered capability in an antagonist sufficiently &#8216;non-linear&#8217;?   For example, in sea battles, aircraft changed the playbook entirely by changing the value, pace and order of maneuvering as well as the kinds and types of ships.   Radar changed the battle strategy from one of putting ships next to one another into finding the fleet first then maneuvering.  The difference is when both sides have aircraft, therefore scouts, and one side has radar and the other does not.</p><p>Or would disruption only be considered a black swan if both had sailing ships and one of them had radar?</p><p>I have some trouble discerning what is sufficiently disruptive as to constitute a black swan that is discontinuous.</p> ]]></content:encoded> </item> <item><title>By: AG3NTjoseph</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143338</link> <dc:creator>AG3NTjoseph</dc:creator> <pubDate>Mon, 15 Dec 2008 14:57:49 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143338</guid> <description>One more thing: Perceiving games as math is no different from perceiving life as math. Min-maxing your retirement savings or grooming your kids for law school are similar behaviors. Those folks are just &#039;playing the game.&#039;</description> <content:encoded><![CDATA[<p>One more thing: Perceiving games as math is no different from perceiving life as math. Min-maxing your retirement savings or grooming your kids for law school are similar behaviors. Those folks are just &#8216;playing the game.&#8217;</p> ]]></content:encoded> </item> <item><title>By: AG3NTjoseph</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143337</link> <dc:creator>AG3NTjoseph</dc:creator> <pubDate>Mon, 15 Dec 2008 14:45:51 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143337</guid> <description>I&#039;m surprised you don&#039;t think Black Swans are common. They seem like a fairly standard game (and plot) device to me. Perhaps I am interpreting your meaning incorrectly. You teach a player some skills in one context, then significantly change the context/ruleset to force them to adapt their skills to the new environment. It can also be used to force them to explore skills that were available but little used in normal play, for whatever reason. For example, Halo 1 seemed on the first play-through to be entirely about fighting Covenant. The marketing of the game focused on it, and the first ten hours of game play reinforced it. As soon as the player was comfortable fighting Covenant, the Flood arrive, requiring new tactics using the same tool set. Ditto games where the avatar looses all items or skills part way through the game (most recently, Fable2).</description> <content:encoded><![CDATA[<p>I&#8217;m surprised you don&#8217;t think Black Swans are common. They seem like a fairly standard game (and plot) device to me. Perhaps I am interpreting your meaning incorrectly. You teach a player some skills in one context, then significantly change the context/ruleset to force them to adapt their skills to the new environment. It can also be used to force them to explore skills that were available but little used in normal play, for whatever reason. For example, Halo 1 seemed on the first play-through to be entirely about fighting Covenant. The marketing of the game focused on it, and the first ten hours of game play reinforced it. As soon as the player was comfortable fighting Covenant, the Flood arrive, requiring new tactics using the same tool set. Ditto games where the avatar looses all items or skills part way through the game (most recently, Fable2).</p> ]]></content:encoded> </item> <item><title>By: Eolirin</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143317</link> <dc:creator>Eolirin</dc:creator> <pubDate>Sun, 14 Dec 2008 23:48:53 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143317</guid> <description>@Raph, It&#039;d have to be done to the model of course. You&#039;d want the model itself to change and abruptly so. Say, you were able to defeat the enemy using a certain tactic, and it&#039;s going well, and then all of a sudden, use of that tactic becomes a losing state. Not just less effective, but actually countered directly. No narrative warning ahead of time, though narrative explanations may need to be there at some point, because you don&#039;t want it to seem too arbitrary... but the model that was being used for overcoming the mechanical challenge just plain ceases to function all at once. This doesn&#039;t necessarily help with teaching everything that&#039;s missing (more focus on creative solutions isn&#039;t necessarily implied in the above, and I think we need that), but as part of a combination of things it could go a long way.
@JP, even if it&#039;s only unconsciously, the way that a player interacts with a game like Passage or Mirror&#039;s Edge is basically to absorb the mathematically model and apply it. It doesn&#039;t matter if the reason they&#039;re doing this is for the aesthetics, the only actions they can take have to do with the model, so in order for them to do anything at all, they need to be taking the model into account. Even if the model is really simple and easy to master and the greater purpose is the aesthetic layer, if you were to remove the math you&#039;d have nothing at all.
So at the &lt;em&gt;core&lt;/em&gt;, it&#039;s about math. Anything else is layered on top. Aesthetic gives meaning to the math, and meaning is perhaps more important than the underlaying model. But it still exists as a function of the math.</description> <content:encoded><![CDATA[<p>@Raph, It&#8217;d have to be done to the model of course. You&#8217;d want the model itself to change and abruptly so. Say, you were able to defeat the enemy using a certain tactic, and it&#8217;s going well, and then all of a sudden, use of that tactic becomes a losing state. Not just less effective, but actually countered directly. No narrative warning ahead of time, though narrative explanations may need to be there at some point, because you don&#8217;t want it to seem too arbitrary&#8230; but the model that was being used for overcoming the mechanical challenge just plain ceases to function all at once. This doesn&#8217;t necessarily help with teaching everything that&#8217;s missing (more focus on creative solutions isn&#8217;t necessarily implied in the above, and I think we need that), but as part of a combination of things it could go a long way.</p><p>@JP, even if it&#8217;s only unconsciously, the way that a player interacts with a game like Passage or Mirror&#8217;s Edge is basically to absorb the mathematically model and apply it. It doesn&#8217;t matter if the reason they&#8217;re doing this is for the aesthetics, the only actions they can take have to do with the model, so in order for them to do anything at all, they need to be taking the model into account. Even if the model is really simple and easy to master and the greater purpose is the aesthetic layer, if you were to remove the math you&#8217;d have nothing at all.</p><p>So at the <em>core</em>, it&#8217;s about math. Anything else is layered on top. Aesthetic gives meaning to the math, and meaning is perhaps more important than the underlaying model. But it still exists as a function of the math.</p> ]]></content:encoded> </item> <item><title>By: JP</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143295</link> <dc:creator>JP</dc:creator> <pubDate>Sun, 14 Dec 2008 05:13:48 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143295</guid> <description>&quot;And at their core, games are about math.&quot;
What I was saying is, they&#039;re only &quot;about math&quot; to game designers, and some kinds of players.  Many kinds of modern games (Passage, Mirror&#039;s Edge, to grab two random examples) invite players to engage first and foremost with their aesthetic layer.  Many players of those games take that offer.
Again, I&#039;m not arguing that any game cannot be dealt with as being &quot;about math&quot;... I&#039;m saying that many aren&#039;t in practice.</description> <content:encoded><![CDATA[<p>&#8220;And at their core, games are about math.&#8221;</p><p>What I was saying is, they&#8217;re only &#8220;about math&#8221; to game designers, and some kinds of players.  Many kinds of modern games (Passage, Mirror&#8217;s Edge, to grab two random examples) invite players to engage first and foremost with their aesthetic layer.  Many players of those games take that offer.</p><p>Again, I&#8217;m not arguing that any game cannot be dealt with as being &#8220;about math&#8221;&#8230; I&#8217;m saying that many aren&#8217;t in practice.</p> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143287</link> <dc:creator>Raph</dc:creator> <pubDate>Sun, 14 Dec 2008 02:45:53 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143287</guid> <description>&lt;blockquote&gt;I agree that everyone applies a model (to everything!), but calling it mathematical even if the viewer/player/listener experiences it as highly sensational/emotional/sequential sounds like it’s coming more from the perspective of an outside observer than some fundamental truth of how people engage with things.&lt;/blockquote&gt;
The issue isn&#039;t how they engage with things in general -- it is how they engage with games in specific. And at their core, games are about math. This doesn&#039;t mean the aesthetic layer isn&#039;t incredibly important -- it is! -- but you can have the game with minimal aesthetics, and call it a game, and the reverse is not true.
Eolirin, you could, but if it happens simply narratively, you are not necessarily teaching the underlying lesson about black swans... you&#039;re once again displaying a linear evolution rather than a discontinuous one.</description> <content:encoded><![CDATA[<blockquote><p>I agree that everyone applies a model (to everything!), but calling it mathematical even if the viewer/player/listener experiences it as highly sensational/emotional/sequential sounds like it’s coming more from the perspective of an outside observer than some fundamental truth of how people engage with things.</p></blockquote><p>The issue isn&#8217;t how they engage with things in general &#8212; it is how they engage with games in specific. And at their core, games are about math. This doesn&#8217;t mean the aesthetic layer isn&#8217;t incredibly important &#8212; it is! &#8212; but you can have the game with minimal aesthetics, and call it a game, and the reverse is not true.</p><p>Eolirin, you could, but if it happens simply narratively, you are not necessarily teaching the underlying lesson about black swans&#8230; you&#8217;re once again displaying a linear evolution rather than a discontinuous one.</p> ]]></content:encoded> </item> <item><title>By: Eolirin</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143282</link> <dc:creator>Eolirin</dc:creator> <pubDate>Sat, 13 Dec 2008 22:12:56 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143282</guid> <description>Raph, would it make sense to approach this by taking the black swan event concept and applying it to the *mechanics* instead of the gameworld? As in, at some point in the game, the old method of doing things simply fails completely, forcing players to reach for something else.
You wouldn&#039;t necessarily want to do this by denying access to existing verbs or skills the players have developed, but by changing the way those verbs or skills are applied, and making the previous method of application no longer valid. Could be kinda tricky to make the feedback for this look natural enough, but it could promote more creative uses of abilities while demonstrating that sometimes things change abruptly.</description> <content:encoded><![CDATA[<p>Raph, would it make sense to approach this by taking the black swan event concept and applying it to the *mechanics* instead of the gameworld? As in, at some point in the game, the old method of doing things simply fails completely, forcing players to reach for something else.</p><p>You wouldn&#8217;t necessarily want to do this by denying access to existing verbs or skills the players have developed, but by changing the way those verbs or skills are applied, and making the previous method of application no longer valid. Could be kinda tricky to make the feedback for this look natural enough, but it could promote more creative uses of abilities while demonstrating that sometimes things change abruptly.</p> ]]></content:encoded> </item> <item><title>By: JP</title><link>http://www.raphkoster.com/2008/12/09/the-ludic-fallacy/comment-page-1/#comment-143278</link> <dc:creator>JP</dc:creator> <pubDate>Sat, 13 Dec 2008 20:40:22 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=2289#comment-143278</guid> <description>&quot;All gamers apply a mathematical model to games; the difference is whether they do it consciously or not.&quot;
I agree that everyone applies a model (to everything!), but calling it mathematical even if the viewer/player/listener experiences it as highly sensational/emotional/sequential sounds like it&#039;s coming more from the perspective of an outside observer than some fundamental truth of how people engage with things.  Obviously as a game designer you have to assume players will apply a &quot;mathematical model&quot;, especially with the Sisyphean balancing task of an MMO.  I just don&#039;t feel like that&#039;s a very descriptive model for what&#039;s going on in peoples&#039; heads when they play most kinds of games.  Even something as formalist as the MDA framework acknowledges an aesthetic layer that is no less central than the mechanical.
In short I think saying games are &quot;just math&quot; is akin to saying music is &quot;just sound&quot; or books are &quot;just words&quot;.  Assuming prejudices or perspective limitations of the audience based on that seems harmfully reductionist.
The conventional wisdom that says good game design has strong perceivable consequence, which you&#039;re totally right in pointing out sits in tension with the desire to force players to deal with the unpredictable, is just that, conventional wisdom - a rule waiting to be broken for artistic effect rather than some immutable limitation of our medium.  I&#039;d love to see more working examples of that idea.</description> <content:encoded><![CDATA[<p>&#8220;All gamers apply a mathematical model to games; the difference is whether they do it consciously or not.&#8221;</p><p>I agree that everyone applies a model (to everything!), but calling it mathematical even if the viewer/player/listener experiences it as highly sensational/emotional/sequential sounds like it&#8217;s coming more from the perspective of an outside observer than some fundamental truth of how people engage with things.  Obviously as a game designer you have to assume players will apply a &#8220;mathematical model&#8221;, especially with the Sisyphean balancing task of an MMO.  I just don&#8217;t feel like that&#8217;s a very descriptive model for what&#8217;s going on in peoples&#8217; heads when they play most kinds of games.  Even something as formalist as the MDA framework acknowledges an aesthetic layer that is no less central than the mechanical.</p><p>In short I think saying games are &#8220;just math&#8221; is akin to saying music is &#8220;just sound&#8221; or books are &#8220;just words&#8221;.  Assuming prejudices or perspective limitations of the audience based on that seems harmfully reductionist.</p><p>The conventional wisdom that says good game design has strong perceivable consequence, which you&#8217;re totally right in pointing out sits in tension with the desire to force players to deal with the unpredictable, is just that, conventional wisdom &#8211; a rule waiting to be broken for artistic effect rather than some immutable limitation of our medium.  I&#8217;d love to see more working examples of that idea.</p> ]]></content:encoded> </item> </channel> </rss>
