Design Philosophy (Part 3: Why Design Badly on Purpose?)

i’ve talked about good and bad design, and one of the things that I’ve wanted to point out is that there’s a separation between good design from a purely design-oriented perspective and something good that is designed badly, whether by accident or on purpose. I think it’s easy to stop thinking about good design at the precise moment something works– once it does what it’s intended to, there’s a temptation to say “okay, good design here” and move on. I think that’s an oversimplification, and a potentially harmful one; it leaves us out of looking to continually improve our designs.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

That being said, ideal design is not always possible, or even desirable. There are a wide variety of reasons why we might want to intentionally design something less well than we could, or even design it badly on purpose. I want to talk today about a few reasons we might do this.

In Service To A Greater Design

I’ve talked before about friction, and how important it is to a variety of (notably interactive) experiences. Friction is attained by intentionally slowing things down, making them less efficient, less direct, and in general, more frustrating in small ways. Friction in games tends to take the form of one feature being designed inefficiently to make the overall game’s design better; we make decisions about one area to improve the whole.

Outside of games, there are things like speed limiters or manual transmissions on cars. A car with a speed limiter is not as well designed as one without that kind of hardcoded restraint, but those cars help make the roads safer, contributing to the overall design of the transportation network. Similarly, while cars with manual transmissions are more efficient and give the driver finer control, they’re also more difficult to use and require more training to operate– cars without them, while less efficient and offering less control, allow more drivers to use cars without needing to overcome the training hurdle, and allowing a driver to pay attention to a wider variety of things while driving without compromising safety quite as much.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Catering To A Specific Audience

Sometimes, the specific audience for something lends itself to otherwise bad design. Whether it’s a niche crowd that prefers a very specific sort of content, an enthusiast who is either intentionally pursuing older or less refined hobby materials, or a group of hardcore gamers that wants their games excessively punishing and challenging, catering to these groups will require sacrifices on the design side.

In a lot of these cases, people will just be “used to” something, and even if a superior design exists, the transition or new rules are so uncomfortable that the improvement in design gets lost. Inertia is a powerful force, and it’s often a lot easier to continue using what’s already known than attempt to improve a system, even if that system is poorly designed. The saying usually associated with this is “if it ain’t broke, don’t fix it”, but I tend to think that this misses the need to continually self-improve. That having been said, incremental improvement is a solid way to shift, and that often requires intentionally bad design just to ease the overall transition.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Creating Art

Put simply, there is a line where the science of design meets the art of design, and these two facets of the whole tend to clash. People’s reactions to design are often emotional, rather than practical, and an objectively good design may still inspire negative emotions, and vice-versa. Art is doing this intentionally, evoking emotional responses intentionally, and in the service of creating art, design can and must be sacrificed.

Everything science has to say about aerodynamics may make it clear that curved shapes are more capable of flight, but an artist creating a beautiful painting of a flying machine for a culture that despises curved shapes is going to give up the superior curved design in favor of the desired emotional response.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Not Enough Resources

Sometimes, something needs to just be “good enough”. It’s a reality of pretty much every creative industry, and realistically the vast majority of designs are going to need to settle, rather than get continually refined to near-perfection. It’s just too resource-intensive to pursue ideal design constantly, so corners often need to get cut (or rounded, depending on the tools you’re using).

While a necessity of staying sane in a creative field, I think it’s still important not to conflate “good enough design” with “good design”– settling for poor design is fine, but convincing oneself that the “good enough design” is actually intended and is therefore above criticism or improvement is something of a dangerous trap. It leads us to stop thinking about how to improve, and I’m firmly of the opinion that we should never stop pursing improvement.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

To Teach

AI shouldn’t run into obvious traps. Systems shouldn’t obscure parts of themselves or mislead their users as far as their functionality. Games shouldn’t be wildly unbalanced or turn on cheat codes for the player. All of these are useful in the context of teaching people how things work. The AI that runs into a trap shows you that the trap is there, so it isn’t an unfair surprise. Systems may obscure parts of themselves or lie about their capabilities to break themselves down into more manageable chunks. Early levels in games will often make you invincible, or otherwise have an overwhelming advantage, just so that you can learn the controls and the basic functions.

Inflatable water wings make you a less efficient, less capable swimmer, but they’re GREAT for teaching children to swim and generally be comfortable in the water. They’re a temporary measure to be shed later on, like many teaching tools. Once we’re capable of understanding how to swim, we tend to automatically understand why floaties are unnecessary and really just hold us back. Similarly, once we’re capable of seeing the traps, understanding the systems, or competently playing a new game, we no longer need the teaching tools.

Again, it’s important to understand that the teaching tools aren’t indicative of the good design of whatever is being taught, in the same way that putting scaffolding around a building isn’t a good design for the long term, but is useful for short-term construction until the building no longer needs it. Much like things that are in service to a greater design, teaching tools aid the overall work, rather than necessarily being good design in and of themselves. A game that never sheds its tutorial cheats, or whose AI consistently runs into obvious traps gets savaged in reviews; the game needs to shed those constructs because while they’re useful for the short term, they’re bad for the long term.

Design Philosophy (Part 3: Why Design Badly on Purpose?)

Design is a really big concept that’s often treated like something much smaller. Part of my inspiration to write this series stemmed from a discussion I had about free-to-play games, that lean heavily on randomness as a skill equalizer / spoiler and are in some cases explicitly built to draw money out of players at the cost of the game’s overall design quality. Candy Crush is a well-loved game but it frequently supplies you with unwinnable boards and carefully constructed design failures to drive you to make purchases. These things aren’t good design for the game, but they serve the product as a whole.

I find the distinction between “good design” and “justifiably bad design” to be a really important, really interesting one, which is why I’ve spent so many words over the last few days talking about it, both here and elsewhere. At a philosophical level, I don’t think being able to justify something makes it right, and that philosophy extends to things other than moral imperatives for me.

Hopefully this was interesting for some folks. Thanks for reading!

The Sovereign

Outside

I am not really sure where to go with this post so bear with me.  I had something already planned this morning, but I have to say when I woke up and turned on the television, the news hit me pretty hard.  As a result I am sorta rerouting all power towards a post talking about my love of David Bowie.  I think the part of the news that shocks me the most is the fact that this weekend I had my own mini Bowie odyssey.  On a complete whim the song Heart’s Filthy Lesson popped into my head, which is from the era when David Bowie and Trent Reznor were collaborating on a ton of different projects.  Which lead me to listen to the entire Outside album again…  since in my core I am still wired to care about albums as this complete vehicle.  Bowie particularly…. created experiences… and if you were not listening to the entire album… preferably in order you were missing out on the total picture he wanted to leave you with.  It feels so damned strange to be writing about him in past tense because for the most part my entire life I have loved him.  Granted I am too young to have experienced his really “shocking” Ziggy Stardust period, but I have this vague ephemeral impression of him existing in the background as I ran around playing with my Star Wars toys.

The first era I can really remember being a fan was during the 80’s with China Girl and Let’s Dance… both of which songs loaded with meaning and disguised in a candy coated pop exterior.  That was the thing with Bowie music…  it worked on so many different levels.  There was something pleasant and easy to swallow….  but it burned a bit on the way down.  So if he wrote about something… it was often as an indictment of a practice.  He had this way of taking something and wrapping it in so many layers, that it was often a puzzle to unravel what exactly he was meaning.  Hell as I listened to album Outside this weekend I found myself googling all sorts of side phrases that exist along with the songs… but not really part of the narrative.  Each of them taken together added up to building this atmosphere of the world that the album existed in.  Things like “Paddy? What a fantastic death abyss!”  Just sprinkled there without explanation…  only serving to add to the allure of the tapestry being created.

Persona

The Sovereign

I think the thing that always consistently impressed me about David Bowie, is the fact that he could seemingly transition between different phases of his life and different personas….  and make it feel as natural and thoughtful as if the other face was always lying there just beneath the surface waiting for its turn to come out.  There are a lot of artists that are known for re-inventing themselves as the times changed…  Madonna for example has been this great and malleable chameleon.  Bowie on the other hand was something different…  for lack of better words… its like he never changed but was always evolving.  There is this sameness to all of David Bowie’s music… even though most of it sounds nothing like the rest of his catalog.  Listening to any Bowie song… is in essence listening to all of them.  Every single one seems as carefully crafted as the last, and each one tries so hard to reveal something inside of yourself…  and at the same time about the times you are listening to it in.  In the middle the thoughts and feelings you have when you listen to the music…. somehow get encoded in the experience as well.

Listening this weekend, each time I changed songs…  an experience that I had to that song played clearly in my head.  Not all of them were amazing experiences… and a lot of the early 90’s were spattered with the confusion and loneliness of being a sensitive teen, but still there was this experience that I revisited again through the music that was very much worth having.  There is this period of Bowie that often gets forgotten…  that happens to be my favorite.  During the late 80s… 88/89 to be specific Bowie did this side project called Tin Machine, and there was just something about the sound that fit perfectly to whatever I happened to be going through at the time.  Granted this is the exact same time I am listening to pretty much nothing but Pretty Hate Machine… but there was just something about the music that spoke to me.  I remember skating to Under the God, the above song…  and it blended nicely into the confused soundtrack of DRI, The Cure, and the Red Hot Chilli Peppers that are also often gracing the beat up spray painted “boom box” that sat ramp side.  That is the thing about the music… there are all of these touchstones… where specific albums mean specific things to me… and all of them are important.

Still Processing

I am very much still processing the news, and at this point I heard it roughly an hour ago.  Bowie has been this supernatural force in my life, and always been one thought a way during a good chunk of it.  There are so many things that I cherish… and probably the biggest is the fact that above anything else he was an individual.  He was also really damned sexy, and has this way of making the what seemed like the strangest outfits seem completely normal.  If I had to describe him it would be something like “classy as fuck”, but not in the normal ironic sense of that phrase…. but legitimately he was almost painfully classy.  The above video is somewhat non sequitur but whatever…. even though that isn’t Bowie voicing himself in Venture Brothers…  it outlines the clearly super hero person the man had.  The world is going to suck without him in it.  Most of the time when a celebrity passes…. I have no real feelings.  This man however… he was important to me… he did important things… and produced important art.  This one…  is going to hurt for a long while.

Shamen and Pax South

Prepping for Pax South

Tis the beginning of the year, and we are now roughly three weeks away from Pax South, and I have to say…. I am a bit concerned.  It is going to be an awesome time no matter what because right now I know of like a dozen friends that are going to be there… so going to have plenty of people to hang out with.  What concerns me though is it seems like Pax South as a whole is a much less hopping place.  By this time last year, all three days of the show were down to “low” rating, and Saturday and the Three Day Passes had been sold out for a very long time.  Additionally they had already posted a picture of the convention floor and who was going to be inhabiting what booth space.  As far as the passes, Saturday was still available on Friday… and just looking at the schedule there don’t seem to be as many “big name” presentations as there were last year.  Last year after all we had the world announcement of Guild Wars 2 Heart of Thorns happening, as well as I believe the first real information about Sid Meier’s Starships.  Now…  what I see instead is very light on the game content and very heavy on the youtube and stream celebrities.

All of this said I am going to have the best time this year…. because what made last year so much fun was running around with Ashgar and Rae.  This time around I will be running around with Ashgar, Rae, Thalen, Dallian, Damai, Lonrem, Helkim, Paragon, Tick, Rylacus, and hell probably several others that I am failing to rattle off on the top of my head.  It is the people that make the place awesome, and it is my hope to meet up with as many people as I can over the two days I am going to be there.  So if you are planning on going to Pax South please let me know.  I did a poor job of actually connecting with people last year and I hope to fix that.  The other thing that is going to make this year awesome is that I am no longer going to have to worry about somehow abandoning my wife.  Last year she went running around during the day, utilizing the hotels shuttle service, and by all accounts had a lot of fun, or at least enough fun to want to come back again this year.

The problem being that I always felt guilty for leaving her at the hotel and felt the strong pull to rush home at night so we could go out to dinner and such.  This time around we are also bringing one of her friends so she now also has someone to run around with and wander San Antonio.  What is hilarious is… she feels like I am being awesome, and I think its awesome because I will feel less guilty all the time.  This also means I will probably experience a lot of the nighttime content of Pax and go to the concerts and such, and maybe some of the after parties.  Granted on Saturday night I don’t want to be out too late… given that I will be driving the eight or nine hours home on Sunday.  In any case…. if you read the blog or you listen to AggroChat, drop me a line and it is my hope to catch up with as many people during that weekend as I can.  I will be getting into the hotel room late Thursday night, and I am staying about six miles away from the convention center out by the airport… in part because we had a great experience there last year…. and the whole free shuttle service to various destinations thing was awesome for my wife.  So yesterday we did a bit of juggling to change our arrangements, and now have a double suite so it should be awesome.  There was talk last night about maybe trying to get in together and see Force Awakens as a group while down there… since supposedly there is a theater a few blocks away.

Shamanism

Shamen and Pax South

One of the things I am really enjoying about World of Warcraft right now is the ability to fly.  I realize that I was heavily in the “no flight in draenor” camp, and for the most part I still am.  That said… having it makes everything so damned much easier, and questing through the zones is greatly improved.  I feel like WoW content however desperately needs the grounding of players at the beginning of an expansion to keep folks from just blowing through everything instantly.  In the past once you had a single character at the new level cap you could purchase flight for your other characters, and that was a great option….  but an extremely expensive one.  I think personally I like the Draenor Pathfinder option because even though it was a pain in the butt to complete…  now that I have done it the benefit can be used by every single character on my account.  As a whole I am a huge fan of account wide unlocks and they actually make it far more likely for me to play other characters.  In Final Fantasy XIV everything that I have exists on a single character, and as a result I am completely disincentive from trying any more characters.  Same goes for games like Rift that while I have alts…  I always tend to play the same main character because he has the best toys.

I feel like playing an Enhancement Shaman is a little broken…. in a good way.  After having leveled several other characters, this one seems to be the easiest.  I can just straight up shred most mobs without my totems, or heroism….  but then I always have those things waiting in reserve for big mobs and elites.  The speed of killing things is just so damned fast, and since I have crafters that can feed me gear….  walking around with a pair of level 630 blue weapons really makes a huge difference.  I still don’t fully understand why the crafted blacksmith weapons start at 630 unlike the 640 that all of the other gear seems to start at, but in any case I am fine with it…. it is a huge dps boost over the weapons I am getting in the zones.  The thing that I cannot wait for in WoW however is the new transmogging system.  WoWhead, being the awesome folks they always are has put up a preview system to show you all of the transmog gear your characters are going to get granted from quest completion.  I am really really hoping that the new system is account wide like Diablo 3, because there are certain characters like this shaman that simply don’t have a lot of cool gear to work with yet.  I guess I should farm more old world content to get him a decent set to run around in.

AggroChat #90 – Star Wars Spoilers Show

aggrochat90_720

Firstly let me lead off this post with a quick note…  I screwed up.  We had a discussion last week about potentially switching to the Season/Episode format for our show numbers.  After the discussion we decided to go with continuing the bigger numbers is better format.  Before the show I go out and double check to make sure what episode we are on… and apparently I look at the wrong episode.  As a result I absolutely announced this week as 89 when it should have been 90.  I feel strange about edits… largely because the format of our show is intended to be like listening in on an existing conversation.  So for the time being I’ve decided to let my screw up stand…  feel free to mock me.

On the week of Star Wars the Force Awakens release we actually had planned on recording a show on our feelings about the movie.  The thing is… that we all for the most part loved the movie so much that we did not want to add to the spoilers on the internet.  As a result we put off the show until a point where we felt it was “fair game”.  Upon coming back to work after New Years it seems like the internet has declared Star Wars spoilers open season, so as a result we decided to go ahead and record the show.  What ended up happening is a show really unlike what I expected.  It was far more critical than the hour and a half gush fest that I expected…  but still from the point of fans talking about fandom.

Tonight we also welcome back Dallian and Neph for yet another “big show” which are starting to seem far more common this year.