tag:blogger.com,1999:blog-8074451.post205163004018427868..comments2024-02-05T05:56:50.392-05:00Comments on Insult Swordfighting: Friday afternoon tidbitsMitch Krpatahttp://www.blogger.com/profile/15987162934932391765noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-8074451.post-14732717644251205942010-03-09T07:12:25.202-05:002010-03-09T07:12:25.202-05:00Fair point! I read it as simple chest-beating. Tha...Fair point! I read it as simple chest-beating. Thanks for some interesting links.Mitch Krpatahttps://www.blogger.com/profile/15987162934932391765noreply@blogger.comtag:blogger.com,1999:blog-8074451.post-53873180427696837982010-03-08T23:17:19.708-05:002010-03-08T23:17:19.708-05:00(Sorry, had to add - the reason why it's impor...(Sorry, had to add - the reason why it's important that iteration is important is that it shows the solution to the problem, which is to say a persistent and memorable identity and repeated interactions between the same identities. The reason behaviour is, on average, more "ethical" in MMOs than shooters is (1) that your achievements are tied to a persistent identity, (2) that identity is tied to memorable persistent features (class/race/name/chat style/character build) that help other players remember you, (3) players from one session with you are able to meaningfully communicate about you to other potential players, and (4) there's the luxury of time necessary to question you about your understanding of game rules, game etiquette, and your priorities.<br /><br />It means that in MMOs there's effectively no "last iteration" of the dilemma - there'll always be a way for your actions to have consequences - whereas in shooters every iteration is a "last iteration", with no reason not to "defect". The solution to ethical play in shooters is a greater persistence of identity.GregThttps://www.blogger.com/profile/01532920274312703426noreply@blogger.comtag:blogger.com,1999:blog-8074451.post-57699657991088715332010-03-08T23:08:49.983-05:002010-03-08T23:08:49.983-05:00Not with you on "the moronic first comment&qu...Not with you on "the moronic first comment" on the GSW article, which currently reads: "Not Zerg rushing in a game where Zerg rushing always wins is just plain stupid. It's not cheating. [...] Either the game developer needs to patch the game so that rushing isn't so easy and powerful, or you need to increase your skill level. Refusing to use a "cheap" strategy because it's "too good" means that you're choosing to remain in the kiddie pool and stunt your skill growth."<br /><br />It's not a moronic comment because it's pointing out the problem in the prisoner's dilemma tables the article writer is using - they're two dimensional, representing only one iteration of the dilemma, with only two parties involved in the transaction ("you" and "them").<br /><br />Here the alleged "win/win" conditions are not the real win/win. By parties agreeing by some code of honour (or enlightened self-interest) to not exploit a flaw in the system, they're robbing the system of the evolutionary pressure to evolve, and they're robbing themselves of the competitive environment necessary for their own skills to grow to a higher plane. In the long term, win/win involves understanding that "fair play" in a gaming context means nothing more than playing by the rules, and that where that, taken to its furthest extreme, results in undesirable play it's a fault in the rules, not in the players.<br /><br />It's something that David Sirlin writes fairly famously on; <a href="http://www.sirlin.net/ptw-book/intermediates-guide.html" rel="nofollow">here</a>, among other places.<br /><br />At a more strictly logical level, it's widely recognised that an infinitely iterated prisoner's dilemma is the only version which promotes trust; iteration is missing from the writer's models but not from the environment he's modelling. See <a href="http://en.wikipedia.org/wiki/Prisoner%27s_dilemma#The_iterated_prisoner.27s_dilemma" rel="nofollow">here</a>.GregThttps://www.blogger.com/profile/01532920274312703426noreply@blogger.comtag:blogger.com,1999:blog-8074451.post-4424948239541027902010-03-07T06:58:27.279-05:002010-03-07T06:58:27.279-05:00Heavy Rain was boring to me at first, but then I p...Heavy Rain was boring to me at first, but then I played a fighting scene and almost had a heart attack. Those parts are SCARRY FUN!jedisobehttps://www.blogger.com/profile/06865811069749576029noreply@blogger.comtag:blogger.com,1999:blog-8074451.post-19345739990056906072010-03-05T15:33:49.619-05:002010-03-05T15:33:49.619-05:00They've changed. They look like video game con...They've changed. They look like video game consoles now.Mitch Krpatahttps://www.blogger.com/profile/15987162934932391765noreply@blogger.comtag:blogger.com,1999:blog-8074451.post-40064186876709906872010-03-05T15:32:26.097-05:002010-03-05T15:32:26.097-05:00There are many copies.
And they have a plan.There are many copies.<br /><br /><i>And they have a plan.</i>Kirk Hamiltonhttps://www.blogger.com/profile/18394119073986661595noreply@blogger.com