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W. Eric Martin: Games as Art and Science
As someone who studied mathematics in college, I’ve long been fascinated by the concept of limits. When dealing with theory and artificial constructs, you can use the idea of infinite structures to build limits into your calculations. Calculus is all about limits, of course, as you divide space into ever-smaller sections, and the difference between open and closed sets can be experienced only on a theoretical level.
When you move from the abstract world into the real one, the infinite drops out of your measurements, yet you still find limits all around you: speed limits, property lines, due dates, account balances, goal lines, and so forth. An article by Wendell Berry called “Faustian Economics” in the May 2008 issue of Harper’s focused on the issue of environmental limits – oil reserves, fish stock, landfill space, etc. – but the paragraphs that most captured my attention were the following:
It is true that insofar as scientific experiments must be conducted within carefully observed limits, scientists also are artists. But in science one experiment, whether it succeeds or fails, is logically followed by another in a theoretically infinite progression. According to the underlying myth of modern science, this progression is always replacing the smaller knowledge of the past with the larger knowledge of the present, which will be replaced by the yet larger knowledge of the future.
In the arts, by contrast, no limitless sequence of works is ever implied or looked for. No work of art is necessarily followed by a second work that is necessarily better. Given the methodologies of science, the law of gravity and the genome were bound to be discovered by somebody; the identity of the discoverer is incidental to the fact. But it appears that in the arts there are no second chances. We must assume that we had one chance each for The Divine Comedy and King Lear. If Dante and Shakespeare had died before they wrote those poems, nobody ever would have written them.
The difference between art and science isn’t as clear cut as Berry pretends as one can identify instances of evolution in fields like the graphic arts, with futurism leading into cubism, which is followed by dada. I agree that no one can view Duchamp’s Nude Descending a Staircase as a necessary consequence of the work of Picasso and Braque, but an evidentiary line can be traced between the former artists and the latter mind-bender. Similarly, a peek at the work of Augusten Burroughs will bring David Sedaris’ ouevre to mind, and it’s hard to picture the former becoming a success without the latter showing that a market for such writing existed.
The larger difference between art and science, one recognized by Berry’s description of the fields but not explicitly stated, is that scientists are typically revealing external truths – that is, discovering facts about the world as it already exists – while artists are adding new features to the world, features that run perpedicular to the notion of truth because they’re formed from opinion and whimsy. As Berry suggests, gravity and genes – along with the structure of matter, the composition of light, etc. – already exist, whether we are aware of their nature or not; the scientist “merely” identifies the details of these structures. The catalog of potential poems, on the other hand, returns us to the infinite and theoretical limits of mathematics. Before one human brought King Lear into being, it existed only in the unreal land of a million typewriting monkeys or Borges’ fantastic Library of Babel.
So where do games fit in this art/science dichotomy? My natural assumption is to view games as works of art. As with poetry, the universe of potential games is infinitely diverse, with the preponderance of words at our disposal being reformed in any number of ways to create new rulesets that define the entirety of a game. All of those games exist as possibilities in some Platonic sense, shadows on the wall that become concrete only when nailed down by a creator. Variants of No Thanks exist in this unreal world in which eight or ten or fourteen cards are removed from the game; more generally No Thanks could be seen as a particular instance of a game in which players start with X chips and remove Y cards from a deck that ranges from Z to Ω – possibly including duplicates of some cards – and try to obtain the smallest number of points during play. The game could include “take that"-style cards that require players to bid not to take them or wild cards that require players to bid chips in order to claim them. The form in which Thorsten Gimmler chose to present the game is only one of many possibilities, yet intuition, knowledge and playtesting experience led him and his publishers to believe it would be the best one. He was the force that formed an abstraction into reality. More realistically, I can imagine that cloud of conceptual games only thanks to the reality of one of them.
Stepping away from the notion of games as art, however, you can view the scientific approach to this mental library of games in the works of Klaus Teuber, Dirk Henn and Michael Schacht, designers who leaf through the possibilities found in their creations in order to discover related variants. The landbound Settlers of Catan led to ocean-going explorations in Seafarers and the more conflict-oriented Cities & Knights. Anno 1701, Starfarers, Candamir, the Deutschland edition of Catan – all of them spring from the original item with varying degrees of evolution. Schacht has been working his way through the animal kingdom and zoo management systems with all the add-ons for Zooloretto that have been released since the game’s 2007 Spiel des Jahres victory. And Henn’s Alhambra can apparently be altered in a unlimited number of ways if the five expansions released to date – each containing four variants – are any example.
Klaus-Jürgen Wrede’s Carcassonne is another game that has been folded, spindled and mutilated in multiple ways from its original form – a form that itself has been altered thanks to the varying rules for how to score farmers. And aside from minor variations that take the game to prehistoric times or add multipliers to the value of cities and roads, Wrede has done the equivalent of splicing art onto science by introducing an unexpected dexterity element to his previously staid and methodical tile-laying game. Surprisingly, Carcassonne: Das Katapult has been met with widespread disdain, well before people have even been able to play the expansion, as if introducing a catapult to a strategy game violates some natural taxonomy of games, as if gamers don’t cry out for novel creations with one breath while denouncing such works with the next.
At the same time that Wrede is exploring the Carcassonne family tree, other designers have spliced its genetic code into new bodies by turning out Carcassonne-like games such as the Spiel 08 releases Cities by Martyn F and Lungarno by Michele Mura. No matter whether these games are directly inspired by Carcassonne, it’s hard to imagine their existence without that earlier tile-laying game.
More broadly, anyone who views a recently released design as a rehash of existing titles is pegging the designer as a scientific manipulator of data, as a person who can do research and read charts but not create a sonnet to bring such material to life. Being a scientist isn’t bad, mind you – we wouldn’t average lifespans of 70+ years without them – yet they’re hardly the heroic figures that artists are made out to be.
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From a description of the game, Hollywood Domino sounds like little more than a Mexican Train variant airbrushed with a Hollywood theme. More power to Theron and Fernandez for getting such fabulous coverage – now let’s see Orlando Bloom, James Franco and Jake Gyllenhaal plugging Android on David Letterman…
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You can also see engineering (a distinct discipline from science) in games. It’s been said that an engineer is someone who can do for a dollar what any fool can do for ten dollars, and this shows up in a good designer’s attempts to streamline and simplify while retaining the essence. It also shows up in that if you want to be taken seriously as a designer, it really helps to know what components you can and can’t afford in which size boxes (which control the sales price). And the above illustrates another point - people bring their own backgrounds to what they see in games. (Actually my degree is in mathematics, but I work in an engineering environment.) Posted by Christopher Dearlove on Dec 6, 2008 at 05:12 AM | #
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I think this might be a bit too much of a simplification - it is treated here as a wave/particle duality, but I believe there’s more to it than that. If one imagines some minor variations on a painting (a knee facing the wrong way, a dog with an upside-down head) that don’t make sense in the goal of the painting, one can easily trace down the final result of the painting at a certain point. In other words, in “paint-space,” these minor final details that don’t fit within the painting are trivialized, collapsing to the end product. The same thought process can be utilized for both writing and science/math. With science/math, things that don’t fit the model are taken out (often this is the entire goal of a single study, to find out if one little thing fits the model or not). This collapses the possibilities to a single point, at some level of “depth.” We thought we had gravity all figured out until general relativity came along, for example, creating a new “depth” of problems. Similarly, games can be thought of as in constant refinement. One collapses the possibilities to make a game “balanced” in a certain way. There might have been two minor modifications on the system to balance it differently, but equally. So now one game comes out, and someone uses some new mechanism to create another game, and someone uses a new mechanism (or combination of mechanisms) to create another game...each iteration features an internal collapsing of aspects that are trivialized by simply not working in design-space. Now let’s jump over to a similar but different discussion - games as play-things vs. games as strategic, logic-building devices. Candyland is unarguably a play-thing - there is no strategy to be found. So we have a lower-limit. Go is a strategic, logic-building device. So we have an upper-limit (there may be games that are equals here, but “superior” is hard to define and unimportant here). Where the two paths meet is not clear, nor important to find (where is Settlers on this scale?), as long as we are willing to accept that most games fall in between the two extremes. The question I ask here is one of development and application of game theory - how are new games utilizing the theory versus just creating a better play-thing? (This was written quickly with a mild hangover, sorry if something doesn’t make sense). Posted by Eric Flood on Dec 6, 2008 at 12:18 PM | #
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I think Chris Dearlove’s point about the significance of engineering is a good one. Uwe Rosenberg mentioned how much the limitations of physical design influenced Agricola in his Advent Calendar and good designers always consider things like deck size Magic Numbers (i.e., multiples of 55). You need to be a craftsman as well as an artist in this field. It’s probably a simplification, but maybe the game designer is more artist than scientist and the developer is more scientist than artist. Given the number of permutations good games development requires, the science used might be the type Edison spoke about (1% inspiration and 99% persperation). I do think, though, that even in science, an artistic soul is useful. Just because the Truth already exists doesn’t mean that some insight isn’t necessary to figure out how to interpret it. For example, scientists knew the properties of subatomic particles because of experimental results. But it wasn’t until Murray Gell-Mann hit upon the notion of building blocks called quarks (which may or may not actually physically exist) that people could begin to make sense of the data. Since quarks may be an abstraction, it wasn’t preordained that they be “discovered”. Similarly, when Gell-Man realized that the seemingly unrelated mathematical field of Group Theory could be used to explain the properties of quarks, he was acting as much as an artist as a scientist. The same could be said for Rutherford’s beautiful atomic nucleus bombardment experiment. Not surprisingly, that idea had such artistic touches that Eric Solomon made a game out of it (Black Box). Posted by Larry Levy on Dec 6, 2008 at 02:03 PM | #
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