Learning Through Play: Competition

When’s the last time you played a multiplayer game that was purely cooperative? There aren’t many of them. Almost all of the ones I can think of and find also set you and your team against another entity of some form. Oftentimes, as in games like Divinity: Original Sin, Left4Dead, almost all MMOs, and similar, that entity is an explicit opposing force– some great monster or enemy faction or villain of some flavor. In other cases (as in a game like Mansions of Madness, Pandemic, or The Secret World), the opposing entity is more vague, an unknown that you have to give shape to before fighting. Consider that these are the cooperative games, the ones in which you are ostensibly working together. They’re structured to create for you an enemy to fight against, and when one isn’t immediately apparent, to create one. Even cooperative games are often focused around creating adversarial relationships, and it’s generally more important that you beat the enemy than help your friends. What does this teach us? Well, judging from the obsession with it in storytelling, it teaches us that heroic sacrifices are some kind of ideal, rather than a costly pyrrhic victory. “Go on without me”, the doomed movie hero claims, often attempting to redeem an extended series of flagrantly awful behaviors with a single ostensibly noble act. It teaches us that the fight is more important than the team— it should come as no surprise that teamplay games such as MOBAs have such incredibly toxic communities– the games themselves incentivize victory over teamwork, to the point where a flagging team member is a target for derision, because they “bringing everyone down”, rather than an opportunity to work together. It teaches us to identify opponents before identifying allies, and often to distrust allies, who by some quirk of AI or differing tactics or player skill are unreliable unknowns. If there is no opponent, we create one. Likely half of you are rolling your eyes and saying this is an overreaction; the other half are nodding along. What fascinates me about this kind of thing is that it has very clear parallels elsewhere. There’s a chicken-and-egg argument about whether games are a reflection of real world mindsets or if the real world mindsets are what create games (to wit: why are so many games about violence? is it because we are violent and games are an outlet, or are we encouraged to be more violent and games reflect that taste for violence?). I think this is a false dichotomy– the two feed one another. I talked with someone years ago who genuinely could not understand why someone would play a singleplayer game. “There are no opponents, you’re just playing against the computer,” he told me, “how does that not get boring?” The idea that you might play a game for some reason other than establishing dominance among other human opponents was entirely out of his comfort zone. That kind of thinking isn’t inherent, it’s learned– he got heavily into MMOs for the PvP and now plays exclusively PvE raids. The hops were fairly straightforward: solo deathmatching -> team deathmatching -> team objective-based PvP -> team objective-based PvP with progression -> team objective-based PvP with progression tied to PvE -> team PvP in parallel with team PvE -> team PvE supported by solo progression. Each step along his path taught her about some new behavioral pattern, until his behavior changed entirely. Remembering our previous conversation, I pointed him at DayZ, only to hear him tell me that he didn’t like DayZ because it was “too oppositional”. Something of a surprise coming from someone who, only a few years before, suggested that a game wasn’t worthwhile if you weren’t fighting against other humans. I think the heavily competitive focus of games — be it against other players or against the game itself —  also teaches us to define ourselves by how we face opposition. It’s an interesting bit of identity generation, because it goes a layer deeper and teaches us to look for opposition so that we can define ourselves by how we face it. It’s something I catch myself doing a lot– it’s very easy to see real-world situations as us-vs-them because both “us” and “them” are deeply trained to look for opposing forces. When none exist, they’re created, and you see coalitions disband and groups succumb to infighting. At the same time, when an opposing force does surface, we come together rapidly and effectively, because it gives us an opportunity to define ourselves. I wonder, then– what if games taught us to define ourselves in other ways? It’s hard for me not to think of Bioware RPGs here, with the sheer amount of fanfic and fanart inspired by a game that often downplays “fighting the threat” in favor of “hanging out with your friends”. I can’t help but wonder what we might look like as a community if those sorts of games were the majority, not the minority.

Daythoughts

A big thing that stopped me blogging last year was a sense that I didn’t have anything interesting to say, not on a daily basis. Realistically, I don’t have something interesting or thought-provoking to say every day, and trying to come up with one is kind of unsustainable when I have other things to do (which I do, now!)

So, instead, when I feel like writing but don’t have a clear topic, I’m just going to label it “daythoughts” and run down some of what I’m thinking. It’s my equivalent of chatting about my day when I get home, except in my case my dog is not the most receptive. This might be interesting for me to look back on later, too.

So. Daythoughts, 9/6/17.

–I am deeply concerned by the weather, locally and elsewhere. Smoke and ashfall where I live is distressing. Monsoons in south Asia are devastating, the hurricane(s!) slamming the Caribbean and Gulf Coast are doing serious damage, and basically the predictions of increasingly dangerous weather that went ignored for so long are proving to be as accurate as the data used to predict them. I’ve checked in with my family as much as possible, but I don’t have contact info for some of my more extended family, who are going to get hit by the weather.

–I think about data a lot lately. We have more tools to know more things about more things than ever before, and we live in the Data Age. Information is one thing; we can communicate what we know. Data is a different thing– it’s empirical evidence that can be used to predict what we don’t know. If we get good enough at it, and in many places we have, we can act on things we don’t know as well as if we did know it. I can imagine a person from today with some basic modern data collection tools flashing back even a hundred years and putting them to use. That person would look like a prophet, just acting on simple behavioral data.

–Despite all of this data, we’re really, really bad at actually listening to it. I think there’s a deep-seated (learned?) distaste we have for the idea that we’re predictable to a high degree of accuracy. It’s weird for me personally, because it’s something I take comfort in, it suggests that we don’t act randomly, that we act in patterns that can be seen and understood and modeled. It’s not just a chaotic weave that we all contribute to, it just looks that way if you aren’t looking at it with the right tools.

–I wonder, often, how much of this aversion we have to being predicted is cultural. I think about trying to spend some time living in another country, just to get a feel for how differently people think.

–This is the worst time of year for me. I am reminded of the things I haven’t yet accomplished this year, the things I meant to do but didn’t, or couldn’t. It’s some combination of convention season, my birthday, and the end of summer, which is my favorite season. Cons remind me that I am not the person I’d like to be, my birthday reminds me that time continually ticks away from me, and the end of summer is a start of the cold/sunless/quiet season. It’s not quite loneliness, but the expectation of impending loneliness.

–I’m trying to engage on Twitter a bit more. It’s a platform that I really don’t like for a variety of reasons, but it’s also one of the few that I’m a part of that have expanding circles rather than contracting ones. I’d really like to meet and get to know some new people, and Twitter seems like the best avenue for that.

–It makes me really happy to play games that feel like they have something to prove. I’ve spoken before about my love of the “second place” MMOs, because they really try harder than whoever’s on top at the time, and it’s true for other games in other genres as well. Currently am very impressed by the storytelling in GW2, which is something I didn’t expect I’d say, and the anniversary event in FFXIV was really touching. I look forward to more from both.

–I’m looking forward to the GW2 expansion more than I expected. I’m (finally) caught up in the story and while I’m sometimes frustrated by certain parts of the game, I have fun pretty much every time I play. Unlocking our guild hall and working towards that is really fun.

–My FFXIV playtime has dipped, as it often does, as I’m left in a place where any progression I do either requires a full raid group or requires me grinding daily roulettes. I really don’t love daily things, and (frustratingly, predictably for this expansion) long queue times as a DPS haven’t done much to inspire me to play more.

Thoughts for today. Not sure if they spark anything in anyone, but let me know if they do.

–Tam

Daythoughts

A big thing that stopped me blogging last year was a sense that I didn’t have anything interesting to say, not on a daily basis. Realistically, I don’t have something interesting or thought-provoking to say every day, and trying to come up with one is kind of unsustainable when I have other things to do (which I do, now!) So, instead, when I feel like writing but don’t have a clear topic, I’m just going to label it “daythoughts” and run down some of what I’m thinking. It’s my equivalent of chatting about my day when I get home, except in my case my dog is not the most receptive. This might be interesting for me to look back on later, too. So. Daythoughts, 9/6/17. –I am deeply concerned by the weather, locally and elsewhere. Smoke and ashfall where I live is distressing. Monsoons in south Asia are devastating, the hurricane(s!) slamming the Caribbean and Gulf Coast are doing serious damage, and basically the predictions of increasingly dangerous weather that went ignored for so long are proving to be as accurate as the data used to predict them. I’ve checked in with my family as much as possible, but I don’t have contact info for some of my more extended family, who are going to get hit by the weather. –I think about data a lot lately. We have more tools to know more things about more things than ever before, and we live in the Data Age. Information is one thing; we can communicate what we know. Data is a different thing– it’s empirical evidence that can be used to predict what we don’t know. If we get good enough at it, and in many places we have, we can act on things we don’t know as well as if we did know it. I can imagine a person from today with some basic modern data collection tools flashing back even a hundred years and putting them to use. That person would look like a prophet, just acting on simple behavioral data. –Despite all of this data, we’re really, really bad at actually listening to it. I think there’s a deep-seated (learned?) distaste we have for the idea that we’re predictable to a high degree of accuracy. It’s weird for me personally, because it’s something I take comfort in, it suggests that we don’t act randomly, that we act in patterns that can be seen and understood and modeled. It’s not just a chaotic weave that we all contribute to, it just looks that way if you aren’t looking at it with the right tools. –I wonder, often, how much of this aversion we have to being predicted is cultural. I think about trying to spend some time living in another country, just to get a feel for how differently people think. –This is the worst time of year for me. I am reminded of the things I haven’t yet accomplished this year, the things I meant to do but didn’t, or couldn’t. It’s some combination of convention season, my birthday, and the end of summer, which is my favorite season. Cons remind me that I am not the person I’d like to be, my birthday reminds me that time continually ticks away from me, and the end of summer is a start of the cold/sunless/quiet season. It’s not quite loneliness, but the expectation of impending loneliness. –I’m trying to engage on Twitter a bit more. It’s a platform that I really don’t like for a variety of reasons, but it’s also one of the few that I’m a part of that have expanding circles rather than contracting ones. I’d really like to meet and get to know some new people, and Twitter seems like the best avenue for that. –It makes me really happy to play games that feel like they have something to prove. I’ve spoken before about my love of the “second place” MMOs, because they really try harder than whoever’s on top at the time, and it’s true for other games in other genres as well. Currently am very impressed by the storytelling in GW2, which is something I didn’t expect I’d say, and the anniversary event in FFXIV was really touching. I look forward to more from both. –I’m looking forward to the GW2 expansion more than I expected. I’m (finally) caught up in the story and while I’m sometimes frustrated by certain parts of the game, I have fun pretty much every time I play. Unlocking our guild hall and working towards that is really fun. –My FFXIV playtime has dipped, as it often does, as I’m left in a place where any progression I do either requires a full raid group or requires me grinding daily roulettes. I really don’t love daily things, and (frustratingly, predictably for this expansion) long queue times as a DPS haven’t done much to inspire me to play more. Thoughts for today. Not sure if they spark anything in anyone, but let me know if they do. –Tam

Learning Through Play: Persona 5

WARNING: THIS POST CONTAINS SPOILERS ABOUT PERSONA 5, THROUGH AT LEAST SUMMER.

Persona 5 has been stuck in my head basically since I played it, which would be literally the day it launched until I’d finished it, taking a couple days off work to do so. It’s been stuck in my head so much that my morning walk to work is mostly paired with P5 OST tunes, and not only because Wake Up, Get Up, Get Out There is a great song with which to start your day.

It’s stuck with me, I think, because it’s taught me a bunch of things that I hadn’t previously had a good inroad for. The easy one is the Tokyo subway. At the start of the game, you’re sent to get to school and told “don’t be late!” which automatically triggers some amount of urgency-anxiety in me, especially when I don’t know how to not be late. I got terribly, terribly lost in P5’s initial subway system, and what I found out in the process is that it’s laid out almost exactly like Tokyo subways, including how you navigate them. I’m now used to navigating P5’s subway system, and from folks I know who’ve visited Japan, the parallels are good enough that I might be instantly used to navigating those subways, just through osmosis. It’s an interesting thought, and with any luck I’ll be able to take a trip there and see for myself at some point.

More interesting to me, though, is seeing how P5 has quickly and effectively taught me about judging people, and then letting my opinions change. It’s a game where you’re encouraged to make early judgements about people, because it’s a survival trait. P5’s world is not a friendly one, and it’s one where, from the very start, you’re told that not only is someone going to betray you, but that it’s going to be someone close to you. It teaches you not to trust people early on. It then teaches you that if you’re too untrusting and too paranoid, you don’t get close to anyone, and that sometimes those early snap judgements are the right ones. It’s a really impressive series of arcs that twists and turns and leaves me with Thoughts, about the characters, about the portrayals, and honestly about a lot of stuff.

The one that sticks in my mind the most is Yusuke/Fox, the artist. He’s not my favorite character in the game, but he’s probably the one I’ve thought about the most. I started out hating him. I didn’t like his introductory arc, I didn’t like what looked and sounded like overt sexual harassment / blackmail towards Ann on his part during that arc, and there really wasn’t any kind of redemptive piece to that arc that made me feel any better about him– he never even apologizes to Ann (nor do any of the other characters, who abet that whole arc, also bothering me).

Then he’s a party member. A useful party member, and one who moment-to-moment annoys me less than Ryuji/Skull, but with whom I’ve had a bad start and am still put off by his being a pretty horrible person in his intro.

Then we talk, because The Emperor is a useful set of personas and I’m working on social links. Sometimes it’s just because I have nothing better to do that day. I hear about how obsessive he is about his art, how much he delves into tiny details and how frustrated he is when he can’t quite get them right, even (especially!) when he can’t quantify or explain how they’re not right. I watch him struggle for words and just deflate, defeated, and I roll my eyes because I don’t have a lot of sympathy for him.

Then we meet Futaba. I get Futaba, I think she’s pretty awesome, and I want to help her with her problems for a variety of reasons, not least of which because she wants to be helped with her problems, and hasn’t had a good onramp for it until now. I’m willing to do what it takes, and engage on her terms, because I (as a person) can relate (to her character). I also notice that she’s really good at talking with Yusuke. They don’t get along, per se, but they communicate with one another incredibly effectively, and Yusuke is like a different person when they’re in the same room. Then Futaba makes an offhanded comment and a theory clicks into place. I get it.

I don’t think Yusuke is an asshole. I think he’s somewhere on the autism spectrum. There’s a design in his head that he has trouble communicating, and he’s not great at relating with people, and he gets frustrated when these two things intersect. He’s intensely awkward because he just doesn’t get social cues, but he’s also very smart. He knows he’s bad with people, and is trying to get better at it, and partly doesn’t know how and partly has his own brain working against him. He’s able to look at and imitate people who he views as more socially functional, it’s just that his exposure to those people has been badly skewed over his life.

He and Futaba, while they don’t exactly get along, are on a similar wavelength, just by dint of being awkward around other people. They’re both very smart, and both frustrated about not being good communicators, but they can communicate with each other.

Flash back to my entire series of interactions with Yusuke at this point, and I realize how consistent this has been. I understand why so many of my dialogue choices have gotten a poor response, and why I feel like I have to work so hard to “get through” to him. I’d been treating him entirely like a different person, because it wasn’t obvious that he wasn’t.

This is on me. This is me snap-judging someone (even with evidence, I think his actions during his intro are still pretty crap, even given the ‘doesn’t really understand how to interact with people’ context) and then not giving them a chance. Yusuke’s been trying to open up and I’ve been patronizing him. He’s asking “how do I become better at this” and my answer is “you’re bad at this”, which is something he already knows.

The applications of this in my actual life are beyond count. Good communication is a skill, not an inherent trait shared by all people of some level of competence. Like many skills, some people will have a much, much harder time developing them. I’m kind of short– basketball is a skill I am predisposed to have a hard time developing. The same is true of communication for other people.

It’s a drum I beat regularly, though usually in the context of management. Good management is a form of good communication, which is a skill, that not everyone has. You’d think I’d have expanded that sphere to this extent, but it took P5 to get me to broaden that sphere.

P5 has a lot for me to unpack. It baits me a lot with things, suggesting I make a snap judgement about them, but sometimes proves that those snap judgements are correct. The lesson feels like an interesting balance between making the snap judgements and being open to having them changed, which I think is a lot harder than only doing one or the other.