Playing with emergence is like gardening

It’s been a while since I finished reading Steven Berlin Johnson’s Emergence. I picked up the book because ever since I started thinking about what IxDs can learn from game design, the concept of emergence kept popping up.

Johnson’s book is a pleasant read, an easy-going introduction to the subject. I started and finished it over the course of a weekend. There were a few passages I marked as I went a long, and I’d like to quote them here and comment on them. In order, they are about:

  1. Principles that are required for emergence to happen
  2. How learning can be unconscious
  3. Unique skills of game players
  4. Gardening as a metaphor for using (and making) emergent systems

A cheat sheet

Let’s start with the principles.1

“If you’re building a system designed to learn from the ground level, a system where macrointelligence and adaptability derive from local knowledge, there are five fundamental principles you need to follow.”

These principles together form a useful crib sheet for designers working on social software, MMOGs, etc. I’ll summarise each of Johnson’s principles here.

“More is different.”

You need to have a sizeable amount of low-level elements interacting to get patterns emerging. Also, there is a difference between the behaviour you will observe on the microlevel, and on the macrolevel. You need to be aware of both.

“Ignorance is useful.”

The simple elements don’t have to be aware of the higher-level order. In fact, it’s best if they aren’t. Otherwise nasty feedback-loops might come into being.

“Encourage random encounters.”

You need chance happenings for the system to be able to learn and adapt.2

“Look for patterns in the signs.”

Simply put, the basic elements can have a simple vocabulary, but should be able to recognise patterns. So although you might be working with only one signal, things such as frequency and intensity should be used to make a range of meanings.

“Pay attention to your neighbours.”

There must be as much interaction between the components as possible. They should be made constantly aware of each other.

Now with these principles in mind look at systems that successfully leverage collective intelligence. Look at Flickr for instance. They are all present.

Chicken pox

I liked the following passage because it seems to offer a nice metaphor for what I think is the unique kind of learning that happens while playing. In a way, games and toys are like chicken pox.3

“[…] learning is not always contingent on consciousness. […] Most of us have developed immunity to the varicella-zoster virus—also known as chicken pox—based on our exposure to it early in childhood. The immunity is a learning process: the antibodies of our immune system learn to neutralize the antigens of the virus, and they remember those neutralization strategies for the rest of our lives. […] Those antibodies function as a “recognition system,” in Gerald Edelman’s phrase, successfully attacking the virus and storing the information about it, then recalling that information the next time the virus comes across the radar. […] the recognition unfolds purely on a cellular level: we are not aware of the varicella-zoster virus in any sense of the word, […] The body learns without consciousness, and so do cities, because learning is not just about being aware of information; it’s also about storing information and knowing where to find it. […] It’s about altering a system’s behaviour in response to those patterns in ways that make the system more successful at whatever goal it’s pursuing. The system need not be conscious to be capable of that kind of learning.

Emphasis on the last sentence mine, by the way.

Patience

Johnson writes about his impression of children playing video games:4

“[…] they are more tolerant of being out of control, more tolerant of that exploratory phase where the rules don’t all make sense, and where few goals have been clearly defined.”

This attitude is very valuable in today’s increasingly complex world. It should be fostered and leveraged in areas besides gaming too, IMHO. This point was at the core of my Playing With Complexity talk.

Gardening

“Interacting with emergent software is already more like growing a garden than driving a car or reading a book.”5

Yet, we still tend to approach the design of systems like this from a tradition of making tools (cars) or media (books). I not only believe that the use of systems like this is like gardening, but also their creation. Perhaps they lie in each other’s extension, are part of one never-ending cycle? In any case, when designing complex systems, you need to work with it “live”. Plant some seeds, observe, prune, weed, plant some more, etc.

I am going to keep a garden (on my balcony). I’m pretty sure that will teach me more about interaction design than building cars or writing books.

  1. The following quotes are taken from pages 77-79. []
  2. This reminds me of Nassim Nicholas Taleb’s The Black Swan, wherein he writes about maximising your chance of having serendipitous encounters. []
  3. Taken from pages 103-104. []
  4. Page 177. []
  5. Page 207. []

Chris Crawford on design suggestions

I have a considerable amount of books with dog-eared pages lying around the office. One such book is The Game Design Reader, which contains a large and varied collection of essays on (yes) game design. This book probably has the largest number of dog-ears. Partly because it is quite thick, but also because it is filled to the brim with good stuff.

One essay is written by Chris Crawford. He is without a doubt one of the best known game designers out there, a real veteran of the industry. He is also a controversial character, often voicing unpopular opinions. I guess you could call him an iconoclast.

This iconoclasm shines through in his essay for TGDR. Crawford shares the story behind the design of Eastern Front (1941) his “first big hit”. Towards the end, he devotes some attention to game tuning, and has this to say about how you as a designer should approach suggestions from others:1

“Your job is to build a great design, not gratify your co-workers.”

According to him, a good designer has thought the system through so thoroughly, that the vast majority of suggestions have already passed through his mind. Therefore, these can all be rejected without much thought. If you are swamped with suggestions you have not thought of before, this is an indication you have not properly done your job.

I can only agree, but I think the real challenge is in rejecting these ideas in a persuasive manner. It is hard to make apparent the fact that you have thought all these things through.

One strategy I am pursuing is to be radically transparent in my process. I try to document every single consideration using quick and dirty sketches, and share all of these. This way, I hope to make apparent the thinking that has gone into the design.

What Chris Crawford makes clear is that design isn’t a popularity contest:2

“This isn’t noble; it’s stupid. Seriously considering every idea that drifts by isn’t a sign of open mindedness; it’s an indicator of indecisiveness. […] Be courteous, but concentrate on doing your job.”

Some time ago, Crawford more or less turned his back on the games industry and focussed his attention on the thorny problem of interactive storytelling. The outcomes of this are finally seeing the light of day in the shape of Storytron; a company that offers a free authoring tool as well as ready-to-play ‘storyworlds’.

I wasn’t too impressed with the interaction design of the authoring tool, but the concept remains intriguing. We’ll see where it goes.

If this has piqued your curiosity; Chris Crawford will be speaking at IDEA 2008 in Chicago, 7–8 October. Reason enough to attend, in my humble opinion.

  1. Page 723 []
  2. Ibid. []