Mashing up the real-time city and urban games

Yesterday evening I was at the Club of Amsterdam. They host events centred around preferred futures. I was invited to speak at an evening about the future of games.1 I thought I’d share what I talked about with you here.

I had ten minutes to get my point across. To be honest, I think I failed rather dismally. Some of the ideas I included were still quite fresh and unfinished, and I am afraid this did not work out well. I also relied too heavily on referencing other’s work, presuming people would be familiar with them. A miscalculation on my part.

In any case, thanks to Felix Bopp and Carla Hoekendijk for inviting me. I had a good time and enjoyed the other presenter’s talks. The discussion afterwards too was a lot of things, but dull certainly isn’t among them.

What follows is a write-up of what I more or less said during the presentation, plus references to the sources I used, which will hopefully make things clearer than they were during the evening itself.2

coa-the-future-of-games-presented001

(This is where I did the usual introduction of who I am and what I do. I won’t bore you with it here. In case you are wondering, the title of this talk is slightly tongue-in cheek. I had to come up with it for the abstract before writing the actual talk. Had I been able to choose a title afterwards, it would’ve been something like “Growth” or “A New Biology of Urban Play”…)

coa-the-future-of-games-presented002

This gentleman is Jean-Baptiste Lamarck. He is said to be the first to formulate a coherent theory of evolution. His ideas centred around inheritance of acquired traits. So for instance, a blacksmiths who works hard his whole life will probably get really strong arms. In the Lamarckist view, his offspring will inherit these strong arms from him. Darwinism rules supreme in evolutionary biology, so it is no surprise that this theory is out of favour nowadays. What I find interesting is the fact that outside of the natural domain, Lamarckism is still applicable, most notably in culture. Cultural organisms can pass on traits they acquired in their lifetime to their offspring. Furthermore, there is a codependency between culture and humans. The two have co-evolved. You could say culture is a trick humans use to get around the limits of Darwinism (slow, trial-and-error based incremental improvements) in order to achieve Lamarckism.3

coa-the-future-of-games-presented003

You can think of cities as cultural meta-organisms. They’re a great example of natural-cultural co-evolution. We use cities as huge information storage and retrieval machines. What you see here is a map of the city of Hamburg circa 1800. In his book Emergence, Steven Berlin Johnson compares the shape of this map to that of the human brain, to illustrate this idea of the city being alive, in a sense. Cities are self-organizing cities that emerge from the bottom up. They grow, patterns are created from low-level interactions, things like neighbourhoods.4

coa-the-future-of-games-presented004

Games are this other thing nature has come up with to speed up evolution. I’m not going to go into why I think we play (you could do worse than have a look at The Ambiguity of Play by Brian Sutton-Smith to get a sense of all the different viewpoints on the matter). Let’s just say I think one thing games are good at is conveying viewpoints of the world in a procedural way (a.k.a. ‘procedural rhetoric’ as described in Ian Bogost’s book Persuasive Games). They provide people with a way to explore a system from the inside out. They give rise to ‘systemic literacy’.5 The image is from Animal Crossing: Wild World, a game that, as Bogost argues, tries to point out certain issues that exist with consumerism and private home ownership.

coa-the-future-of-games-presented005

Moving on, I’d like to discuss two trends that I see happening right now. I’ll build on those to formulate my future vision.

coa-the-future-of-games-presented006

So trend number one: the real-time city. In cities around the globe, we are continuously pumping up the amount of sensors, actuators and processors. The behaviour of people is being sensed, processed and fed back to them in an ever tightening feedback loop. This will inevitably change the behaviour of humans as well as the city. So cities are headed to a phase transition, where they’ll move (if not in whole then at least in neighbourhood-sized chunks) to a new level of evolvability. Adam Greenfield calls it network weather. Dan Hill talks about how these new soft infrastructures can help us change the user experience of the city without needing to change the hard stuff. The problem is, though, that the majority of this stuff is next-to invisible, and therefore hard to “read”.6 The image, by the way, is from Stamen Design’s awesome project Cabspotting, which (amongst other things) consists of real-time tracking and visualization of the trajectories of taxis in the Bay Area.

coa-the-future-of-games-presented007

Trend number two. In the past decade or so, there’s a renewed interest in playing in public spaces. Urban games are being used to re-imagine and repurpose the city in new ways (such as the parkour player pictured here). Consciously or subconsciously, urban games designers are flirting with the notions of the Situationist International, most notably the idea of inner space shaping our experience of outer space (psycho-geography) and the use of playful acts to subvert those spaces. Parkour and free running can’t really be called games, but things like SFZero, The Soho Project and Cruel 2 B Kind all fit these ideas in some way.

coa-the-future-of-games-presented008

So I see an opportunity here: To alleviate some of the illegibility of the real-time city’s new soft infrastructures, we can deploy games that tap into them. Thus we employ the capacity of games to provide insight into complex systems. With urban games, this ‘grokking’ can happen in situ.

coa-the-future-of-games-presented009

Through playing these games, people will be better able to “read” the real-time city, and to move towards a more decentralized mindset. The image is from a project by Dan Hill, where the shape of public Wi-Fi in the State Library of Queensland was visualized and overlaid on the building’s floor-plan.

coa-the-future-of-games-presented010

Ultimately though, I would love to enable people to not only “read” but also “write” possible processes for the real-time city. I see many advantages here. Fore one this could lead to situated procedural arguments: people could be enabled to propose alternative ways of interacting with urban space. But even without this, just by making stuff, another way of learning is activated, known as ‘analysis by synthesis’. This was the aim of Mitchel Resnick when he made StarLogo (of which you see a screenshot here). And it works. StarLogo enables children to make sense of complex systems. A real-time urban game design toolkit could to the same, with the added benefit of the games being juxtaposed with the cities they are about.

coa-the-future-of-games-presented011

This juxtaposition might result in dynamics similar to what we find in nature. Processes from these new games might be spontaneously transferred over to the city, and vice versa. The image is of roots with outgrowths on them which are caused by a bacteria called Agrobacterium. This bacteria is well known for its ability to transfer DNA between itself and plants. An example of nature circumventing natural selection.7 A new symbiosis between urban games and the real-time city might lead to similar acceleration of their evolutions.

coa-the-future-of-games-presented012

(I finished a little over time and had time for one question. Adriaan Wormgoor of FourceLabs asked whether I thought games would sooner or later become self-evolving themselves. My answer was “absolutely”. to get to ever higher levels of complexity we’ll be forced to start growing or rearing our games more than assembling them from parts. Games want to be free, you could say, so they are inevitably heading towards ever higher levels of evolvability.)

  1. Iskander Smit has posted a report of the evening over at his blog. []
  2. If you’re interested, the slide deck as a whole is also available on SlideShare. []
  3. I first came across Lamarck, and the idea of nature and culture co-evolving in Kevin Kelly’s book Out of Control. The blacksmith example is his too. []
  4. All this flies in the face of large-scale top-down planning and zoning, as Jane Jacobs makes painfully clear in her book The Death and Life of Great American Cities. []
  5. Eric Zimmerman talked at length about the need for systemic literacy at Playful 2008. []
  6. For more on this have a look at another blog post by Adam Greenfield titled Reading, writing, texts, literacy, cities. []
  7. As Kevin Kelly writes in Out of Control, evolution with symbiosis included is less like a tree and more like a thicket. []

Where social software should go next — Habitat’s lessons

MMOGs have not progressed since 1990. Neither has social software.

Well maybe a little, but not much. At least that’s what I’m lead to believe after reading another wonderful essay in The Game Design Reader—a book I like to dip into once in a while to read whatever catches my fancy.

In The Lessons of Lucasfilm’s Habitat1 Messrs Farmer and Morningstar share their experiences building possibly one of the first graphical MMOGs ever. The game’s front-end ran on a Commodore 64 and looked something like this:

Screenshot of Lucasfilm's Habitat

It’s striking how many of the lessons summed up by the authors have not been (fully) taken to heart by MMOG designers. Bitching aside, their article offers as much useful advice to game designers as to designers of any piece of social software. Since this post has grown unexpectedly long (again). I’ll sum them up here:

  • “The implementation platform is relatively unimportant.” — on loosely coupling a world’s conceptual model and its representation
  • “Detailed central planning is impossible; don’t even try.” — on relinquishing control as designers, co-design and evolutionary systems
  • “Work within the system.” — on facilitating world creation by players and moderation from within the world

Let’s look at each in more detail:

Loosely coupled

“The implementation platform is relatively unimportant.”

Meaning that how you describe the world and how you present it can or should be loosely coupled. The advantage of this is that with one world model you can serve clients with a wide range of (graphical) capabilities and scale into the future without having to change model. Their example is of a tree, which can be rendered to one user as a string of text: “There is a tree here.” And to another user as a rich high resolution 3D animated image accompanied by sound.

“And these two users might be looking at the same tree in the same place in the same world and talking to each other as they do so.”

When I read this I instantly thought of Raph Koster‘s Metaplace and wondered if the essay I was reading served as some sort of design guideline for it. What I understood from Raph’s GDC 2008 presentation2 was that they are trying to achieve exactly this, by applying the architectural model of the internet to the design of MMOGs.

Looking at social software in general, how many examples can you give of the current wave of social web apps that apply this principle? I’m reminded of Tom Coates’s Native to a Web of Data presentation—in which he argues that a service’s data should ideally be accessible through any number of channels.3

Similarly, web 2.0 poster child Dopplr is designed to be “a beautiful part of the web”, “a feature of a larger service, called the internet”.4 And they want to be everywhere, adding a little bit of value where it is most needed. Perhaps not exactly the same thing as what Farmer and Morningstar are alluding to, but based on similar principles.

As an aside, in MMOG land, there is one other major concern with this:

“Making the system fully distributed […] requires solving a number of difficult problems. The most significant of these is the prevention of cheating.”

Cheating might be of less concern to social software than to games (although there are exceptions, take Digg for example). For those interested in more about this, Raph Koster recently posted an elaborate examination of hacking and cheating in MMOGs.

Control, co-design, evolution

Cheating aside, there is more useful (albeit familiar) advice for social software designers in the piece. For instance on the need to hand over (part of) the control over the system’s design to its users:

“Again and again we found that activities based on often unconscious assumptions about player behaviour had completely unexpected outcomes (when they were not simply outright failures). “

They go on to say that they found it was more productive to work with the community:

“We could influence things, we could set up interesting situations, we could provide opportunities for things to happen, but we could not dictate the outcome. Social engineering is, at best, an inexact science […] we shifted into a style of operations in which we let the players themselves drive the direction of the design.”

Again, familiar advice perhaps, but they describe in some detail how they actually went about this, which makes for enlightening reading. That this practice of co-design goes against ‘common’ software development practices is not left unaddressed either:

“[…] the challenge posed by large systems are prompting some researchers to question the centralized, planning dominated attitude that we have criticized here, and to propose alternative approaches based on evolutionary and market principles. These principles appear applicable to complex systems of all types […]”

(Emphasis mine.) I am intrigued by this evolutionary model of web development. In the abstract for Movement, Matt Webb writes:

“the Web in 2008 has some entirely new qualities: more than ever it’s an ecology of separate but highly interconnected services. Its fiercely competitive, rapid development means differentiating innovations are quickly copied and spread. Attention from users is scarce. The fittest websites survive.

(Again, emphasis mine.) I think the challenge that now lies before us is to not only as designers practice co-design with our users, but to go one step further, and encode rules for autonomous evolution into our systems. These are the adaptive systems I’ve been blogging about recently. An important note is that systems can adapt to individual users, but also—in the case of social software—to aggregate behaviour of user groups.5

This can be extended to a world’s governance. Here is one of the ideas I find most exciting in the context of social software, one I have seen very few examples of so far.

“[…] our view is that a virtual world need not be set up with a “default” government, but can instead evolve as needed.”

I cannot think of one MMOG that is designed to allow for a model of governance to emerge from player interactions. The best example I can think of from the world of social software is this article by Tom Coates at the Barbelith wiki. Barbelith is a somewhat ‘old school’ online community comprised of message boards (remember those?). In the piece (titled TriPolitica) he writes:

“Imagine a message board with three clear identities, colour-schemes and names. Each has a generic set of basic initial forums on a clearly defined range of subjects (say – Politics / Science / Entertainment). Each forum starts with a certain structure – one Monarchic, one Parliamentary Democracy and one Distributed Anarchy. All the rules that it takes to run each community have been sufficiently abstracted so that they can be turned on or off at will BY the community concerned. Moreover, the rules are self-reflexive – ie. the community can also create structures to govern how those rules are changed. This would operate by a bill-like structure where an individual can propose a new rule or a change to an existing rule that then may or may not require one or more forms of ratification. There would be the ability to create a rule governing who could propose a new bill, how often and what areas it might be able to change or influence.”

He goes on to give examples of how this would work—what user types you’d need and what actions would need to be available to those users. I’m pretty sure this was never implemented at Barbelith (which, by the way, is a fun community to browse through if you’re into counter cultural geekery). Actually, I’m pretty sure I know of no online space that has a system like this in place. Any interaction designers out there who are willing to take up the gauntlet?

Creativity, moderation

“Work within the system.”

This is the final lesson offered in the essay I’d like to look at, one that is multifaceted. On the one hand, Messrs Farmer and Morningstar propose that world building should be part of the system itself (and therefore accessible to regular players):

“One of the goals of a next generation Habitat-like system ought to be to permit far greater creative involvement by the participants without requiring them to ascend to full-fledged guru-hood to do so.”

And, further on:

“This requires finding ways to represent design and creation of regions and objects as part of the underlying fantasy.”

I do not think a MMOG has achieved this in any meaningful sense so far. Second Life may offer world creation tools to users, but they are far from accessible, and certainly not part of the “underlying fantasy”. In web based social software, suspension of disbelief is of less concern. It can be argued that Flickr for instance successfully offers world creation at an accessible level. Each Flickr user contributes to the photographic tapestry that is the Flickr ‘photoverse’. Wikipedia, too offers relatively simple tools for contribution, albeit text based. In the gaming sphere, there are examples such as SFZero, a Collaborative Production Game, in which players add tasks for others to complete, essentially collaboratively creating the game with the designers.

Like I said, the lesson “work within the system” applies to more than one aspect. The other being moderation. The authors share an amusing anecdote about players exploiting a loop hole introduced by new characters and objects (the players gained access to an unusually powerful weapon). The anecdote shows that it is always better to moderate disputes within the shared fantasy of the world, in stead of making use of external measures that break the player’s suspension of disbelief. Players will consider the latter cheating on the part of administrators:

“Operating within the participants’ world model produced a very satisfactory result. On the other hand, what seemed like the expedient course, which involved violating this model, provoked upset and dismay.”

Designers should play with users, not against them. This applies to social software on the web equally. It is this attitude that sets Flickr apart from many other online communities. Flickr‘s designers understand the principle of “operating within the participants’ world model”. For example, look at how they handled confusion and irritation around the last Talk Like A Pirate Day gag.6

Summary

In summary, dear reader, if you got this far, I would love to see examples of social software that:

  • Are accessible in a number of ‘representations’
  • Are co-designed with users, or better yet, apply evolutionary principles to its design
  • Allow users to develop their own model of governance
  • Allow users to easily add to the system, in an integrated way
  • Are moderated from within the system

If you—like me—can’t think of any, perhaps it’s time to build some?

Image credits: © 1986 LucasArts Entertainment Company.

  1. The essay can be read online over here. []
  2. More about my GDC 2008 experiences. []
  3. This principle is now being applied to the extreme in Yahoo!’s Fire Eagle. []
  4. The former quote I first encountered in Matt Jones’s presentation RuleSpace, the latter is from this BBC article on Reboot 9.0. []
  5. For more on aggregating user behaviour in social software also see Greater than the sum of its parts by Tom Coates (yes him again). []
  6. Tom Armitage has some good thoughts on the Talk Like A Pirate Day debacle. []