[HN Gopher] I Really Blew It (2020)
       ___________________________________________________________________
        
       I Really Blew It (2020)
        
       Author : webmaven
       Score  : 303 points
       Date   : 2021-02-15 05:14 UTC (17 hours ago)
        
 (HTM) web link (www.erasmatazz.com)
 (TXT) w3m dump (www.erasmatazz.com)
        
       | [deleted]
        
       | shkkmo wrote:
       | Ugh, this content might be worth reading, if the layout weren't
       | so broken that reading on any small device is impossible
        
         | sudosysgen wrote:
         | The Firefox reader mode got me through it, so I'd recommend
         | trying that if like me this happens to you often.
        
         | rmetzler wrote:
         | I also missed a TLDR. Is this why all his efforts failing?
         | Because he writes so many words without saying much?
        
       | bo1024 wrote:
       | This was really intriguing, but I wish the author was able to
       | communicate more about this difference of perspective. Process vs
       | objects? Those formula seem unsurprising, I wasn't able to
       | understand. I guess if it was easy to communicate, they wouldn't
       | be writing the post in the first place.
        
       | vessenes wrote:
       | I am sure readers will dislike the genius claims, but I think it
       | would be missing the main point to get distracted by the tone.
       | 
       | The point I hear most loudly is that some sort of systems
       | thinking combined with math is a pretty useful and powerful way
       | to think about the world, but for some reason people don't care
       | to learn that way of thinking.
       | 
       | I think this is pretty profound. Systems theorists are super
       | quirky, (I highly recommend the systems bible btw) and some of
       | the earliest writers were not mathematically inclined - they tend
       | to balk at hard predictions for a variety of reasons. It is a
       | vanishingly small group, but I think one that has a lot to offer.
       | 
       | Anyway, I charitably read this as a plea to care about the
       | systems that make up the world, and second that plea.
        
         | solipsism wrote:
         | Would you say the contents of this article indicate that the
         | author is "mathematically inclined", in any significant way
         | (compared to, for example, the early systems theorists you
         | refer to)?
        
           | morelisp wrote:
           | As someone who has followed Crawford's trajectory for the
           | past 15ish years I have to say his biggest problem may be the
           | opposite. He is so tightly married to the idea that narrative
           | simulations must produce _concrete, written, book-like
           | stories_ that he misses how effective modern simulation games
           | (not just computer games, but also boardgames, RP, consims,
           | "paxsims", etc) can effectively engage systems literacy -
           | even though they do not process "natural-language" textual
           | inputs, through a mathematical ur-model, into "natural-
           | language" textual outputs.
           | 
           | I think the average group of analysts running a matrix game
           | is considerably more "mathematically-minded" in that they are
           | much more interested in _what the simulation does_ than
           | whether it produces a particular form of output.
        
         | [deleted]
        
       | alangibson wrote:
       | I thought of Ted Nelson (pioneer of hypertext) while reading
       | this. Nelson could have contributed a lot more to the world if he
       | hadn't convinced himself that his Project Xanadu was the answer
       | to life, the universe and everything and that the Internet today
       | is "a crime against humanity."
        
       | rutierut wrote:
       | So if I'm getting this right, and I might not, the author:
       | 
       | - Is a genius. Outside the bounds of usual intelligence and thus
       | unrecognizable for average people.
       | 
       | - He however is not able to use his genius to create value in any
       | way. He specifically mentions failing to teach others to do so
       | but this is because they are unable to comprehend his genius.
       | 
       | - Finally he his also not able to signal his genius (in any of
       | his numerous publications) in such a way that someone who does
       | have the tools/skills(money/better communication) to exploit this
       | enormous unused potential is willing to do so.
       | 
       | If it's a duck but:
       | 
       | - nobody thinks it looks like a duck,
       | 
       | - it doesn't quack and
       | 
       | - it isn't able to produce any offspring that                  -
       | can quack or             - look like a duck
       | 
       | Is it really a duck?
        
         | speeder wrote:
         | He is a literal legend in the field of gamedev.
         | 
         | 1. He made some commercial and critical successes. 2. His
         | writings are studied in game design academia. 3. His reason to
         | pursue what he is pursue, is a good one, he gave some awesome
         | speech on GDC about it when he was about to quit the normal
         | industry and attempt this, long story short, he is upset with
         | the AAA-style games and wanted the game industry embrace the
         | fact they can make interactive art, and should take more risks.
         | 4. He created GDC in first place!
         | 
         | By the way, his goal is not completely nuts, "AI Dungeon" for
         | example is close to what he wanted, he has a text to explain
         | why he doesn't consider it a fully valid attempt though: the
         | fact it is entirely AI generated using deep learning, what he
         | wants is to create a tool that the end result is like AI
         | Dungeon (For players) but that is actually some kind of
         | authoring tool, where game designers can actually be creative
         | and create something fun.
         | 
         | I personally think his goal is a cool one but I have no idea
         | how to make it possible without heavy-handed AI in the middle.
        
         | chris_st wrote:
         | > _He however is not able to use his genius to create value in
         | any way._
         | 
         | Well, he did create (at least) two video games that were well
         | received -- in fact, I remember that "Balance of Power" got
         | amazing reviews when it came out.
         | 
         | So not entirely barren in production.
         | 
         | I'm _guessing_ that he 's unhappy that people, when taught his
         | ideas, don't follow them closely enough?
        
           | neogodless wrote:
           | Took a peek at the game[0].
           | 
           | From the initial game setup (options) screen:
           | 
           | > People who play this game without reading the manual are
           | wasting their time.
           | 
           | Cannot judge by this emulator but I agree... started playing
           | and had no clue how to "do" things. But then I read on
           | Wikipedia[1]...
           | 
           | > It was praised for its inventive non-action gameplay that
           | was nevertheless exciting and distinct. It has been named by
           | Computer Gaming World as one of the most innovative computer
           | games of all time.
           | 
           | Apparently at some point events will start to take place, and
           | then you'll get a chance to choose how you react.
           | 
           | [0] https://classicreload.com/balance-of-power.html
           | 
           | [1]
           | https://en.wikipedia.org/wiki/Balance_of_Power_(video_game)
        
           | rutierut wrote:
           | Yes "to create value in any way" is wrong, I should have
           | written something more nuanced.
           | 
           | I think you are right on this mainly being about his super
           | valuable teachings not being utilized and this specific post
           | not being about the author thinking he's a genius although he
           | does think so[0].
           | 
           | [0] http://www.erasmatazz.com/personal/self/a-genius.html
        
         | m3talsmith wrote:
         | You are not getting it right: he specifically excludes himself
         | from the category of genius. What he bemoans is the languishing
         | of his ideas and posits that, despite the several interests in
         | them and efforts to fulfill said interests, the timing may be
         | wrong for them to be taken up.
        
           | duxup wrote:
           | You're right that he does seem to indicate he does exclude
           | himself, but I feel like he puts more effort into that
           | article to include himself with the comparisons made.
           | 
           | But maybe that's not the issue as much as:
           | 
           | I think the larger issue is that he really doesn't make the
           | case (and maybe that's not the point) that these ideas are in
           | fact as great as he makes them out to be. He mentions then
           | and then goes on to mention some basic math, about the
           | matrix... that's not convincing and raises all sorts of
           | questions in my mind.
        
           | 300bps wrote:
           | At the top of the linked article is a link to a previous blog
           | entry entitled "A Genius????" that lists a bunch of "smart"
           | things he's done that presumably qualify him for being a
           | genius but that he cringes at calling himself that.
           | 
           | http://www.erasmatazz.com/personal/self/a-genius.html
        
             | neogodless wrote:
             | Overall the comments here and several of his blog posts
             | make me think of this: https://sive.rs/multiply
             | 
             | > To me, ideas are worth nothing unless executed. They are
             | just a multiplier. Execution is worth millions.
             | 
             | I also can think of times where "my" ideas were realized in
             | the real world - but in no way can be credited to me,
             | because other people also had those ideas, and someone
             | implemented them. Was I a genius because I had these ideas,
             | or did I just have some similar experiences and knowledge
             | to others that had those ideas that (all but) inevitably
             | will generate such an idea over a given timeline?
             | 
             | To really see how he views himself in comparison to
             | others...
             | 
             | > I don't want my success or failure to be determined by
             | the idiots who populate this planet.
             | 
             | I think really there's a fear here to put his ideas "out
             | there" to go through the gauntlet of other smart people. If
             | they never become popular, you can keep telling yourself
             | how significant they are and it will not be disproved. But
             | if you work to get your idea out there, and it still fails,
             | maybe the idea had less value or significance than you
             | assigned it. (Or you can still blame the "idiots on this
             | planet.")
        
           | detritus wrote:
           | > timing may be wrong for them to be taken up.
           | 
           | Thus underpinning his actual conceit of genius.
        
         | breck wrote:
         | Oh man, just reading (http://www.erasmatazz.com/library/course-
         | description-2018/ob...) for the first time. This person is
         | definitely a genius. We have that word for people like this.
        
           | redisman wrote:
           | I don't really understand how this is genius? Basic
           | philosophy 101 and systems thinking concepts.
        
             | breck wrote:
             | Goes after one of the (potential the) most common patterns
             | in nature and offers a new take.
             | 
             | "A change of perspective is worth 80 IQ points"
        
               | redisman wrote:
               | I will say Object Oriented Programming has probably also
               | had a giant impact on how we model game systems. Is
               | functional programming on the Process end of the scale?
        
               | breck wrote:
               | I like that mapping
        
       | NiceWayToDoIT wrote:
       | I would like if author could read this, as I am writing this with
       | deep compassion so I hope it won't be understood in the wrong
       | way. I am sorry, but everything dies, and some ideas do not make
       | it. In our fear of death, we are trying to make a dent in this
       | world, portraying our selves in a bigger light. Truth is even big
       | ideas, and great work dies... Imagine, there was how many people
       | since the beginning? Give or take ~110 billion, out of that there
       | is around 130,000,000 (130 million books). How many books do
       | average person reads over the lifetime? It is said that super
       | readers read about 80 books a year, equal max ~8000-10000 books,
       | which is a 0.0076% of all books.
       | 
       | So out of: 110,000,000,000 people Truly remembered are how many
       | writers, scientists, inventors? How many names of famous people
       | and their ideas average person really knows? Million? Hundred
       | thousand? Thousand? Maybe hundred or more likely ten-ish?
       | Einstein, Tesla, Plato, Aristotle, Shakespeare, Dickens, Twain,
       | Mozart, Goethe ... forgive me for this random list, how many
       | names could you write on the list?
       | 
       | And this is for educated people, what about those who are not?
       | 
       | I am trying to say that our ability to absorb ideas is the
       | bottleneck, so over time many good ideas will simply die, and
       | then maybe, just maybe they may re-appear after some time. Ideas
       | the same way as businesses will only succeed if authors find a
       | way, the compelling story, so they become simple enough to become
       | viral and start spreading independently. But like with everything
       | live, it will need fertile ground, energy and bit of luck...
       | actually great portion of luck ;/
        
       | redisman wrote:
       | As a game developer I like Chris Crawford but it's like someone
       | should have told him decades ago that the first step of making
       | game devs listen to you is to create games that are fun or
       | interesting to play. Last thing of his I tested felt like a web
       | toy proof of concept which wasn't doing anything mind blowing and
       | not really a game at all. In my professional opinion he has been
       | far too much the "ideas guy" but without compelling execution,
       | he's just one of hundreds of "misunderstood" game design geniuses
       | out there who never got a great game produced.
       | 
       | It's sad because I think his mission is very worthwhile. He
       | reminds me a quite a bit of a few other tragic underground game
       | developers like Ullillillia and "Bobs game".
        
         | aidenn0 wrote:
         | Someone did tell him that 30 years ago and he basically said
         | "if that's the rules I'm leaving"
        
           | adenozine wrote:
           | Source of this? Unless you meant it as an anecdote
        
             | morelisp wrote:
             | It is probably the most famous moment of any GDC.
             | 
             | https://www.youtube.com/watch?v=VwZi58u1FjI
        
               | adenozine wrote:
               | Guess I'm just out of the loop! Thanks for the link
        
               | InitialLastName wrote:
               | Oof, comparing himself to Beethoven and Shakespeare (both
               | fairly successful because people wanted to and continue
               | to want to experience the products of their artistic
               | abilities) while dismissing that nobody wants to play his
               | game because it isn't "fun" is the biggest mental
               | disconnect I've ever seen.
        
       | smokey_circles wrote:
       | It's ironic that a lot of the commenters here lack the basic
       | comprehension skills required to see this is an old man lamenting
       | his life's work because of a reason I struggle to pin down
       | 
       | either
       | 
       | - he was born to the wrong era
       | 
       | - he didn't spend the time to create the demand for the ideas he
       | peddled
       | 
       | In any event: If you want to post something about how "he's not
       | that smart": the problem is actually you. The dude's a legend, is
       | incredibly bright, but can't articulate that well.
       | 
       | But please, by all means waste your bandwidth being angry at an
       | old man rationalising the long list of life decisions they have
       | behind them
        
         | kazinator wrote:
         | Oh, he is "that smart"; but you have to be smarter than just
         | "that smart" to be an actual misunderstood genius. What your
         | wife says is not a statistically valid sample.
         | 
         | Throngs of his peers in the same disciplines are, or have been,
         | "that smart". Not everyone is celebrated as a genius.
        
         | username90 wrote:
         | Nobody here is angry at him. He just comes off as a person who
         | refuse to acknowledge that his ideas are dated, there was a
         | very short time when his ideas were demanded and it was exactly
         | when he was active. People bought and enjoyed his game for a
         | couple of years, then they moved on and no longer wanted his
         | style of games, and demand never picked up again.
         | 
         | It is like how Einstein refused to acknowledge quantum
         | mechanics, and if Einstein wrote a post about how his ideas are
         | so much better than those who studied quantum mechanics and
         | that he was just born in the wrong time then Einstein would be
         | ridiculed as well. Not because Einstein isn't smart or didn't
         | add a lot of value, but because that kind of post is
         | ridiculous.
        
           | piyh wrote:
           | There's so much ego involved. "I'm a misunderstood genius" is
           | enough of a trope that it translates to "I'm above average
           | intelligence, stubborn and can't relate to people" in my
           | experience.
           | 
           | >In 2018, Crawford announced that he had halted his work on
           | interactive storytelling, concluding that it will take
           | centuries for civilization to embrace the required
           | concepts.[1]
           | 
           | "No, it's the children who are wrong."
           | 
           | Being married has taught me that in life you can be right all
           | the time, or you can compromise and be happy. I can
           | appreciate the people who are unbreaking in their resolve to
           | make the world a better place, but his particular
           | philosophical hill is not one I'd choose to die on.
        
           | greedo wrote:
           | It is fascinating how some style of games wither on the vine.
           | When I was young, I was into combat flight simulators:
           | EF2000, Falcon 4.0 etc. And wargames like Harpoon. People
           | were building cockpits with realistic HOTAS setups, and it
           | was amazing. I anticipated that with increasing computer (and
           | GPU) power, that the future was bright.
           | 
           | 20+ years later, MS Flight Simulator is about the only thing
           | around. And while a good app, it's nothing like Falcon 4.0.
        
             | sudosysgen wrote:
             | I disagree. MSFS is far from the only thing around. There
             | is also War Thunder, VTOL VR, and X-Plane. The first two
             | are amazing and I suggest trying them in VR.
        
             | Scramblejams wrote:
             | For combat flight sims, in addition to the suggestions
             | offered by sibling, I'd also recommend looking at DCS and
             | IL-2. Great attention to detail, tons of well-made DLC
             | available, online play is solid, and you can spend as much
             | on your cockpit and controls as your retirement plans can
             | stand.
             | 
             | For example, I recently bought the F-14 DLC. A fan-made
             | manual that takes you through the basics, in a mere ~500
             | pages (!), can be found here:
             | https://www.mudspike.com/chucks-guides-dcs-f-14b-tomcat/
             | 
             | Lots of manuals for other aircraft on that site too, check
             | it out.
        
           | runarberg wrote:
           | Aside: Einstein (et. al.) wrote such a post (or a series of
           | papers) as part of the Bohr-Einstein debates. Einstein was
           | later proven to be wrong.
           | 
           | https://www.youtube.com/watch?v=tafGL02EUOA
        
         | avindroth wrote:
         | Yeah people nowadays are unnecessarily obsessed with expressing
         | a "correct" opinion from their perspective. Sometimes you just
         | can't comment on someone else's life work like that, especially
         | if they have put their heart into it.
         | 
         | It's really hard to work on the right things, and we should
         | appreciate people having been steadfast in the direction they
         | are heading in.
        
         | neogodless wrote:
         | I think the posts focusing on what you consider to be within
         | your control and influence are more useful than a bland
         | judgement of "smart or not smart."
         | 
         | You can be smart, but if you focus on external variables, if
         | you choose to limit the efforts you'll put forth to create
         | value out of your ideas, or spread knowledge that has value, or
         | you put your ideas out there and they fail but you just blame
         | everyone else - it doesn't really matter how smart you are or
         | even if the ideas have value. It matters that you've taken
         | whatever influence you have over the end result and handed it
         | over to everyone else.
         | 
         | Similarly, there's just not a lot of value of idly lamenting
         | that your ideas are great but not recognized by others. That
         | the world is "populated by idiots."
         | 
         | Certainly, many of us have had ideas we cherished that didn't
         | take off - most of us have seen smaller successes compared to
         | Chris' game sales in the early 80s. That kind of success could
         | certainly alter anyone's perception. Perhaps my own humble life
         | has prevented me from becoming too focused on my own genius,
         | but I also recognize the perspective from moments in my past.
         | At this point, I feel like I'm fortunate to have a brain that
         | works well enough to have the career I have, as well as the
         | home life I enjoy. It's not going to make me super wealthy or
         | even slightly famous, but I can extract a lot of joy out of my
         | life. And it will not benefit me to complain that the
         | potentially good ideas of my past will not be realized. But
         | it's certainly possible as the balance of years ahead shrinks
         | in comparison with years past, I'll find myself more focused on
         | what could have been and wish the world did more to appreciate
         | me.
        
       | [deleted]
        
       | the_af wrote:
       | For anyone lacking the context (I just read someone claim "I've
       | never heard of this author or his games").
       | 
       | Crawford, Eastern Front and Balance of Power were a big deal in
       | their day. These were always niche games, but for those in the
       | know, they were brilliant.
       | 
       | You can read more about this period of videogame history in the
       | freely available online book "Halcyon Days":
       | https://dadgum.com/halcyon/
       | 
       | Feel free to disagree with Crawford, but please don't do it out
       | of ignorance. Know your history. Otherwise you'll be like someone
       | who argues Charlie Chaplin has no business arguing about cinema,
       | because he doesn't ring a bell to you and who watches silent
       | black & white movies anyway?
       | 
       | If there's one thing I take out of this: how easy we forget the
       | history of computing and videogames. Past celebrities and heroes
       | get forgotten, unlike with book and movie authors.
        
       | kewp wrote:
       | I connected a lot with this right until the Why Failure section.
       | I thought he was going to admit that he had a blind spot, that
       | thinking he was the one who needed to 'imbue (others) with (his)
       | style of thinking' was solipsistic.
       | 
       | It reminds me a lot of myself. I'm always sitting with a feeling
       | like I've got some special perspective, that I'm the only one
       | trying to 'figure it all out' and I'm always on the verge to, and
       | when I do it will be incredible. And as I get older at the heart
       | of it I feel something much sadder - a fear and a loneliness. An
       | inability to engage and stand my ground with the people around
       | me. Though that could be just me.
        
       | lnanek2 wrote:
       | I'm too young to have played his games, but looking at the wiki
       | page for Balance of Power, it looks very similar to Plague Inc..
       | You have a world map and you react to events. Plague Inc. is so
       | super popular even my kid nephew plays it on his iPad and can
       | talk at length on it for hours.
       | 
       | Personally, I played a lot of XCOM which is a similar world map
       | UI with random alien invading events you react to.
       | 
       | So anyway, writing the books might have been a waste, but people
       | seem to copy the game format quite a bit. Very influential.
       | Probably should have written more games instead of the two books.
        
       | sago wrote:
       | Oh my!
       | 
       | "Why have I failed? ... The simple answer is that ... I'm too far
       | ahead of my time... I'm a misunderstood genius. ... the world
       | doesn't yet perceive a need for the ideas I peddle. In 1885,
       | physicists didn't perceive a need for special relativity, and
       | they would have rejected it out of hand."
       | 
       | Or... you're wrong.
       | 
       | [In the movie "Matrix"] "Neo has been revived and looks down the
       | hall at the agents and sees the reality of the Matrix: that it is
       | numbers. I see the same thing when I look at the real world."
       | 
       | I've been following his work for years, And spoken to people who
       | have been to his 'conference' (and who I suspect will be rather
       | bemused by the way he described them here!). The general
       | consensus was it's horribly self-referential impracticality.
       | 
       | There is a reason he hasn't made anything practical in 35 years.
       | Since the time when his success at 80s game development made him
       | think it was the wrong thing that caused the success. (Hint: it
       | was not his ad-hoc mathematical models, no matter how much post-
       | doc justification he can ladle on them).
       | 
       | I have wondered about him, but sadly this post is rather damning
       | in my eyes.
        
         | augustl wrote:
         | > his success at 80s game development made him think it was the
         | wrong thing that caused the success
         | 
         | I love this!
         | 
         | Believing that you have complete insight into why you were
         | successful the first time seems to be a major blocker to
         | continued success.
        
           | bombcar wrote:
           | It's often honestly much better to attribute it to luck and
           | hard work (often because it just IS luck) - trying to get
           | lightning to strike twice precludes you doing something new.
        
         | megameter wrote:
         | I believe the most troubling thing about Crawford's path is
         | simply in the inability to develop self-critique of his own
         | philosophy. His thoughts on a subject seem to terminate in the
         | thing of _having_ a mathematical model of a topic, not what we
         | get out of that model. It does not seem to matter if the model
         | is inscrutable when presented within a system, or if the system
         | degenerates into a single strategy. (I have a memory of playing
         | "Balance of the Planet" and after struggling for some time,
         | discovering that the model did not restrict my taxation of
         | dirty energy. Therefore I could gain a nearly infinite budget
         | to clean up the planet on turn 1 with no negative consequences
         | beyond "people falling off roofs while installing solar
         | panels." I'm not even kidding - for some reason roofing
         | accidents are ranked up there with deforestation and carbon
         | release as very important things to model about our impact on
         | the planet.)
         | 
         | Plus, last I heard, he's still stuck on an evo-psychological
         | model of society that is quite out of fashion these days, which
         | doesn't exactly help matters.
         | 
         | Crawford's story is a good warning for anyone who embraces
         | simulation as an "end in itself", rather than a medium, though.
         | This was an idea in vogue with wargaming's golden era and is
         | now carried forward by VR enthusiasts, among others.
        
           | amatic wrote:
           | His article "Am I a genius" is also interesting:
           | http://www.erasmatazz.com/personal/self/a-genius.html
           | 
           | > the main reason for this is that I've made no attempt to
           | sell the idea. I simply wrote it up and put it on my website.
           | I suppose that, were I to jump through the appropriate hoops,
           | I could garner more interest for the idea. But that is
           | beneath my pride; I am a thinker, not a salesman. I refuse to
           | promote myself. I put the idea before the world and the world
           | can take it or leave it. The world mostly leaves it.
           | 
           | I've heard some other people blaming a lack of "sales" for
           | their ideas not spreading. As if you can not sell. Any sort
           | of presentation is sales, if your product or idea is out
           | there, it is selling itself.
           | 
           | Maybe the focusing on sales would, ironically, bring the
           | understanding of what people find impressive in ideas, in
           | games or products, and it might be completely different from
           | what we thought before.
        
             | notahacker wrote:
             | The most important bit of doing any kind of complex sale is
             | listening to others.
             | 
             | Reading the "most important" idea article that he made no
             | attempt to sell is also illuminating. It's a mildly
             | thought-provoking blog about how many fields have concepts
             | of state and state change, and the concepts are
             | interdependent and blur at the edges, leading to an
             | unsupported conclusion that we think too much about data
             | and inputs and not enough about CPUs. It would probably get
             | a few upvotes and a few confused replies on LessWrong, but
             | there's not really much for the computer scientists and
             | creatives he clearly hopes will take notice to work with.
             | Perhaps they might find a different version or some of his
             | other ideas more valuable
        
             | joshspankit wrote:
             | Sales is morally bad: this idea that in order to sell, you
             | must manipulate. Eg: "Used car salesmen" (said with
             | disgust)
             | 
             | Money is evil
             | 
             | A bit to the side of the OP, but I feel like these two
             | narratives have been particularly damaging to our planet's
             | long-term growth. To your point @amatic: If the author had
             | let go of pride and at least explored the idea of effective
             | communication with people as a way to spread ideas (aka
             | sales), he may be far more objective in his self-appraisal
             | and certainly gain perspective on _how his ideas can be
             | applied by others_.
        
           | notahacker wrote:
           | My first thought on reading him talking about equations to
           | estimate numbers of fighters based on a few parameters is
           | that there are _entire subfields of academia_ devoted to
           | debating regularities like this: most of economics, most of
           | modern IR theory, substantial parts of psychology, sociology
           | and politics. And the standard criticism (within the
           | subfield, at least) isn 't that there is something inherently
           | wrong with expressing part of the world as a mathematical
           | model, but that the mathematical model chosen is wrongly
           | specified. The world isn't hostile to the concept of
           | simulations, but it does have a horrible tendency to produce
           | data that casts doubt on their accuracy.
        
             | danielscrubs wrote:
             | I'm always baffled by how little self proclaimed geniuses
             | actually read current research papers.
             | 
             | It's almost like they protect their pride by not
             | challenging themselves, thereby being able to say they are
             | knowledgeable with a conscience.
        
               | TheAceOfHearts wrote:
               | Do you have advice on how one can get more into reading
               | interesting research papers in Computer Science and
               | Software Engineering? I've previously tried subscribing
               | to ACM but found that too many of their articles weren't
               | of much interest or relevance to me. I definitely do feel
               | like I've gotten lazy and that I don't challenge myself
               | enough, but it's hard to break out of these patterns so
               | I'd welcome any suggestions or recommendations which
               | could help me grow.
               | 
               | I usually start reaching for research papers when I'm
               | aware of a specific problem and I'm looking for the
               | different approaches that have been taken to try and
               | solve said problems.
               | 
               | Every few months I visit the NIST website and I browse
               | through their catalogue to pick out interesting articles
               | and publications to add to my queue.
        
               | UncleMeat wrote:
               | Most papers are available on author websites or arxiv.
               | I'd check out the titles of papers in recent software
               | engineering conferences (ICSE is a great starter) and
               | read what you are interested in. For CS more broadly
               | you'll need to start with a field and then find
               | conferences since conferences are broken up by topic.
        
               | danielscrubs wrote:
               | I like to check the award section of "best thesis paper"
               | of my local university for fun and then at work I have to
               | read research papers in my area but then I just use a
               | search engine to find it.
               | 
               | Start small and don't take it too seriously! Little by
               | little, just as learning a new language.
        
           | partyboat1586 wrote:
           | >Plus, last I heard, he's still stuck on an evo-psychological
           | model of society that is quite out of fashion these days,
           | which doesn't exactly help matters.
           | 
           | >quite out of fashion
           | 
           | Yeah I don't get the impression this guy is into intellectual
           | fads. If anything he's a contrarian and will deliberately
           | take the opposing position to the mainstream.
           | 
           | Evo Psych is out because a bunch of idiots (and self
           | proclaimed non intellectuals) use it to justify and explain
           | everything and anything with stories and no evidence.
           | Meanwhile real research continues but is sidelined due to
           | this bad reputation.
           | 
           | Understandably contrarians see this happening and immediately
           | take the position of Evo psych because it allows them to do a
           | lot of hypothesis generation (their favourite pass-time) and
           | because it flies in direct opposition to current political
           | and academic movements.
        
         | DyslexicAtheist wrote:
         | I stopped reading after the first paragraphs because it felt
         | like the author is at best a lazy writer and at worst an
         | intellectual imposter.
         | 
         | I loved _The Matrix_. It was a great flick. It wasn 't art
         | though and somebody using this lame reference today makes me
         | question their expertise on the subject. The Matrix used ideas
         | from Baudrillard & Borges. Both are cornerstones in post-modern
         | literature while the Matrix is just an action flick rehashing
         | the ideas from Plato's cave. The director hoped it would rub
         | off on them so that they can shrowd themselves in philosophical
         | wisdom. Everyone on the set was given a copy of Simulacra by
         | the director to read. (this is often quoted along with Neo's
         | own copy in the film and makes me question who actually read
         | the book and how many of them read it enough times to
         | understand it)
         | 
         | Baudrillard who was asked about what he thought about the film
         | said it was merely another copy of Plato's cave allegory and it
         | made no effort to actually touch the core-ideas of the book.
         | 
         |  _> > Neo has been revived and looks down the hall at the
         | agents and sees the reality of the Matrix: that it is numbers.
         | ...._
         | 
         | When somebody uses _The Matrix_ in a blog post  >20 years later
         | I can't help but wonder why they chose it. Something tells me
         | they have a poor understanding of the world. It's like somebody
         | referencing a Mickey Mouse comic to talk about ducks. It means
         | your audience are probably fools (and by extension the author).
         | How can they be taken serious when they don't understand even
         | their own self-chosen references/allegory.
        
           | matwood wrote:
           | The Matrix is an interesting movie and I bet got a lot of
           | people interested in learning more. The problem as you note
           | is that the author in this case is 70 or so years old and
           | doesn't seem to have moved beyond the reference.
        
           | the_af wrote:
           | > _I loved The Matrix. It was a great flick. It wasn 't art
           | though_
           | 
           | Why not? What would it need to become "art"? Maybe if it had
           | less action, would that be enough?
        
           | prox wrote:
           | My idea as well. The Matrix has a lot of allegories in it,
           | and you can shoehorn a lot of your own ideas onto it. I would
           | say the Matrix is great starting point to get you interested
           | in philosophy though.
        
           | smogcutter wrote:
           | I think the silly Matrix analogy is really telling.
           | 
           | Forget about Plato's cave and Baudrillard for second, The
           | Matrix is about that stuff the way tic tac toe is about
           | drawing circles and x's.
           | 
           | The Matrix is about _ego_. It's about the fantasy that one
           | day soon your unique magical gifts will finally be
           | recognized. To the untrained eye you might appear to be
           | another TPS report filing schmuck, but deep down you've
           | always been a hero. Any day now your circumstances are going
           | to change, and then your _real_ life will begin.
           | 
           | This is not a path that generally leads to happiness or
           | creative accomplishment, and I think its traces are pretty
           | plain in TFA.
        
             | smogcutter wrote:
             | Okay now I've got Matrix on the brain. Going to self-
             | indulgently reply to myself instead of just editing my
             | first post bc this is totally off topic and I just want to
             | spitball about _The Matrix_.
             | 
             | I think a lot of my problems with _The Matrix_ are rooted
             | in how it (mal-)adapts Campbell's hero's journey.
             | 
             | Here's the basic outline of the hero's journey:
             | 
             | - There's a mundane ("real", we'll come back to that) world
             | and a magical world. A problem in the magical world
             | threatens the mundane world. (Sauron is rising in the east,
             | Grendel is lurking in the forest, etc)
             | 
             | - A hero is identified in the mundane world who has the
             | power to navigate both. (Luke is both a farm boy _and_ a
             | jedi. Neo is a programmer _and_ the chosen one)
             | 
             | - The hero enters the magical world and resolves the
             | problem.
             | 
             | - The hero (usually) returns to the mundane world, bringing
             | power from the magical world. Even if the hero doesn't
             | return, the mundane world is brought to a new equilibrium.
             | This is the real point of the story: the hero's journey
             | isn't about the magical world, it's about healing the
             | mundane world.
             | 
             | The twist in _The Matrix_ is that the mundane world turns
             | out to be an illusion. But that's a trick: the "real"
             | world, unplugged from the matrix, is in a story sense
             | magical. It's a fantastical sci-fi world, just as far down
             | the rabbit hole as the matrix itself.
             | 
             | So the last, most important step in the hero's journey
             | falls apart. You can't heal the mundane world if it doesn't
             | exist. This helps move the focus of the story back to the
             | first stages, the ego-fulfillment part where the hero is
             | identified. Everyone remembers the red pill and "I know
             | kung-fu"; not so much the incoherent sequels.
             | 
             | We're actually circling back around to Baudrillard here,
             | but I think maybe not in the way the Wachowskis intended.
             | 
             | I think you could also probably read _Total Recall_ as an
             | anti- _Matrix_. If _The Matrix_ is about the allure of
             | imagining yourself to be innately a hero, _Total Recall_ is
             | about the _danger_.
        
         | Rapzid wrote:
         | > There's a grain of truth in these answers, but I don't think
         | that they capture the bulk of the truth, because I am dead
         | certain that most other people have the native intelligence to
         | understand the ideas I've been peddling.
         | 
         | I'm curious why you quoted around this bit.
        
           | genewitch wrote:
           | The entire post, out of context, seems, as some people have
           | called it, narcissistic or pretentious. I guess no one wants
           | to hear someone laud themselves as a genius.
           | 
           | As someone who's designed many things 5-10 years before a
           | market is available for those things, i have to constantly
           | bite my tongue any time i have a "novel idea" - since i have
           | no patents or published papers, why would anyone listen to
           | me? Furthermore, the end result of bragging (even in this
           | limited context, here) is that people like me less.
           | 
           | I think the linked text is interesting, although meandering.
           | The author appears to understand that their approach to
           | teaching / sharing their ideas is lacking, and seems to be
           | misguided on _why_ that is. Like the Simpsons image macro:
           | "Could I be out of touch? No. It's the children who are
           | wrong."
        
         | tobr wrote:
         | It reminds me of Ted Nelson, who has worked on a nebulous
         | vision of hypermedia for 60 (!) years. While he's been
         | incapable of shipping his vision, a nearly indistinguishable
         | version of hypermedia changed the world through the world wide
         | web. For some reason he does not accept that as validation of
         | his vision, but as a poorly designed rip-off.
        
         | balhbloo wrote:
         | Of course the first HN comment has to be something negative,
         | derisive and lacking in compassion. When there's blood in the
         | water the sharks come, but when people are being vulnerable and
         | exposing themselves (by saying something that's easily ridicul-
         | able) like this, there's no need to be cruel. Not saying you're
         | wrong just like, why not...look for the good, and why not that
         | be the first HN comment. This place...Maybe everyone's just so
         | scared of vulnerability..."innocence cannot exist underground,
         | it needs to be stamped out." -- Prisoner in Bane's prison, Dark
         | Knight Rises. Man it would be great to come here and be
         | surprised. "Hackers" are commonly so intellectually arrogant,
         | it's funny they attack anyone who's doing it in a vulnerable
         | way... _sigh_ sad.
         | 
         | People piling on with their theories about why "Crawford is
         | wrong" -- I think that a lot of the "unappreciated genius"
         | writings of Newton, and Einstein and Galileo (and many others)
         | before they received the recognition they felt they'd earned,
         | had the same tones and meanings. Maybe this guy will "end up"
         | being a "success" or not in future. But to me that's not the
         | important thing here. It's just be kind to someone, how sad it
         | must be for this guy. _sad smile emoji_
        
           | thatguy0900 wrote:
           | I don't know, in just the previous blog linked on top "am I a
           | genius?" he says "I am reluctant; I hate having to depend
           | upon anybody else for anything. I don't want my success or
           | failure to be determined by the idiots who populate this
           | planet." I don't think it does him any good to encourage the
           | bitterness that leads people to post things like that.
        
           | mcv wrote:
           | I don't see the vulnerability you speak of. It sounds more
           | like arrogance. Claiming to be a misunderstood genius is not
           | presenting yourself as vulnerable, it's a shield to defend
           | yourself against criticism or the lack of praise, to enable
           | you to continue to see yourself as the genius that nobody
           | else recognises in you.
        
         | brundolf wrote:
         | There's something intoxicating about the idea of building
         | worlds out of systems, feeling like you've captured infinite
         | permutations of some phenomenon in a simple set of rules. This
         | idea of writing worlds into existence with the flick of a wrist
         | is the thing that first got me into computers. In some sense
         | it's the dream that still keeps me going.
         | 
         | My perspective has been sobered quite a bit over the years -
         | these things are rarely as simple as we might imagine they
         | could be - but it remains heady stuff. I can see how it might
         | give the right kind of person delusions of grandeur.
         | 
         | The egoism on display here is pretty offputting, but I feel
         | kinship with the "dreamer" mentality underneath. This guy had a
         | vision, and he was uncompromising in his pursuit of it, and
         | even if the end result wasn't worth much to anyone else, some
         | part of me has to respect that.
         | 
         | I'm reminded of The Room (movie)'s Tommy Wiseau. Another
         | creative who thought he was a genius and poured his blood,
         | sweat, and tears into his life's passion project, and it turned
         | out to be pretty objectively bad. But it was meaningful to him,
         | and there's something to that. There were no ulterior motives;
         | he wanted to put this piece of himself out into the world.
         | There's a purity of spirit. I think what's missing for these
         | individuals is the self-awareness to _know_ that this thing is
         | mostly just for them, and to be okay with that idea and embrace
         | it. That way lies happiness, I think.
        
           | tomxor wrote:
           | > My perspective has been sobered quite a bit over the years
           | - these things are rarely as simple as we might imagine they
           | could be - but it remains heady stuff. I can see how it might
           | give the right kind of person delusions of grandeur.
           | 
           | Likewise, although i've settled on a slightly different
           | perspective: that most systems have simple rules (if you go
           | low enough), and that the complexity is in the emergent
           | behavior... it's not that we cannot necessarily capture the
           | former, but that our concept of computer is far too tiny to
           | run those rules in enough depth or breadth. It hasn't
           | lessened the interest for me though. The more I understand
           | the less those childish ideas of "grandeure" make sense, to
           | the point that my instinct is to be suspicious of ideas
           | focused on exploitation rather than exploration, although
           | they can be good seeds for exploration in the form of "what
           | ifs".
        
             | thecupisblue wrote:
             | >Likewise, although i've settled on a slightly different
             | perspective: that most systems have simple rules (if you go
             | low enough), and that the complexity is in the emergent
             | behavior
             | 
             | I concur with this. The emergent behaviour is usually the
             | only thing we can observe, so we model our systems
             | according to it. The most beautiful (and usually the
             | truest) models lie in the simplicity that causes the
             | behaviour to emerge.
             | 
             | I wouldn't say our computers are too tiny, just that our
             | brains aren't used to thinking in those terms, but we
             | discover it by deep thinking and "deep iteration" in the
             | topic and have to approach it from multiple sides.
             | 
             | Imagine yourself as a kid sitting at a chess-game, playing
             | against Magnus Carlsen. You don't know who the guy is, you
             | were just sitting at the sundae bar when the dude at the
             | next table said "hey", pulled out a chess et and asked
             | "Wanna play?". So you naively say ok, you got some time to
             | kill while waiting for mom to pick you up.
             | 
             | And you start playing. You kinda know the basic rules and
             | what the figures do. So you make a move, he makes a move,
             | you make a move...a minute later, you eat his pawn. Ha! He
             | did not see that coming. Soon, another one. You're killing
             | this guy. 2 moves later, you're left with nothing but the
             | king, running around the board. What the heck even
             | happened?
             | 
             | Our minds are used to the "Eat figures = Win games"
             | outlook, where simple steps lead to simple outcomes. While
             | for Magnus, the figure you ate was a sacrifice that opened
             | up a spot he will move his queen through in 3 moves. He
             | knows the common patterns, permutations, defenses and can
             | see moves ahead.
             | 
             | Our minds aren't used to thinking ahead and seeing what the
             | sideffect of a sideffect does to the result of the
             | sideeffect of the sideffect. Maybe once we were better at
             | it, but we have more interruptions so less time and depth
             | to it (in general).
             | 
             | That is why we can't figure out the simple rules at first -
             | we can't see the trees from the forest.
        
           | bredren wrote:
           | The Room is not objectively bad.
        
             | DonHopkins wrote:
             | Hi doggie!
             | 
             | You must admit that the flower shop scene was a tad
             | unrealistic, in that he was able to find a free illegal
             | parking space right out in front of the store in San
             | Francisco, and he didn't even get ticketed.
             | 
             | https://www.youtube.com/watch?v=KIkoXhgtI58
        
               | joosters wrote:
               | The flower shop staff were looking out for him, after all
               | he is their favourite customer :-)
        
             | tekkk wrote:
             | I admire you taking a stance for The Room but when a movie
             | is generally lauded as one of the worst movies ever made,
             | you are kind of on the losing side. Maybe there's good
             | parts in there and sure, what is bad depends on the viewer.
             | Yet sometimes you just have to admit that even with all the
             | subjective bias removed something is just bad.
        
               | bredren wrote:
               | Generally lauded as a bad movie does not make The Room
               | bad art.
               | 
               | Have you seen the film at a sold out crowd at cinema 21
               | in Portland?
               | 
               | There is a culture of the film and its participating
               | attendees Marvel movies do not match.
               | 
               | You can say it is a bad film or you can say you don't
               | like that it doesn't fit with your idea of what makes a
               | movie objectively good. But it is absolutely not bad art.
               | 
               | Bad art is all around us. But it is not The Room.
        
               | redisman wrote:
               | The Room is like outsider art. Which is a really dumb
               | label if you think about what art is supposed to be
        
           | monopoledance wrote:
           | > The egoism on display here is pretty offputting
           | 
           | This is not egoism, but indeed straight narcissism. And it
           | matches overstating a "vision". The intoxicating part may be
           | the dream of recognition and importance. I don't think this
           | is a good metric to assign value, at all.
        
           | jfc_taxman wrote:
           | "The Matrix Was a Trans Allegory, Confirms Lilly Wachowski"
           | https://www.vanityfair.com/hollywood/2020/08/the-matrix-
           | tran...
        
             | NestedLoopGoBrr wrote:
             | Sure, but what's the argument here?
        
             | me_me_me wrote:
             | No it wasn't. Its whatever you feel like it is.
             | 
             | That's the whole point of art.
        
               | user-the-name wrote:
               | (That is not the whole point of art)
        
               | arken wrote:
               | Guernica is a painting about how great war is.
        
               | me_me_me wrote:
               | Not really into art so i googled it.
               | 
               | Guernica is a large 1937 oil painting on canvas by
               | Spanish artist Pablo Picasso. It is one of his best known
               | works, regarded by many art critics as the most moving
               | and powerful anti-war painting in history - wikipedia
               | 
               | Anyhow, art is subjective. You can interpret it as you
               | like, because its how it makes you feel. And you can
               | argue for or against a point, but it doesn't really
               | matter. As its almost like arguing what flavor of ice-
               | cream is the best.
        
               | mrtranscendence wrote:
               | Art is not _entirely, 100%_ subjective, or else there
               | would be nothing to say about it, nothing to discuss.
               | Authorial intent is not the last word but it can be
               | interesting, and it can impact the interpretation we come
               | away with.
        
               | me_me_me wrote:
               | I agree. Art is very loose term, when line between when
               | craft becomes art is very blurry. Same with the meaning
               | behind it.
               | 
               | Someone might argue that author interpretation was
               | intentionally stated in bad faith as a artistic
               | performance etc.
               | 
               | But in the end an interesting discussion is probably the
               | thing of most value (for me at least).
        
               | stickfigure wrote:
               | Sure... but authorial intent is also sometimes completely
               | irrelevant. Ask the creator of Pepe the Frog.
        
           | runawaybottle wrote:
           | Is it even self awareness or a lack of editing? Like okay,
           | yours is a game that doesn't get a lot of traction, but you
           | know what else doesn't? Board games in general. No one said
           | you have to be entirely selfless, and one's conviction would
           | appear just as fraudulent if it came in the guise of piety.
           | 
           | Here's what you could have done: Find five other great board
           | games that everyone else overlooks and explain why they are
           | dope. Put a small blurb about why your game falls in this
           | class, and why you are proud to be in that group.
           | 
           | It checks off all the boxes - misunderstood, ahead of it's
           | time, probably genius conceptual ideas.
        
             | brundolf wrote:
             | (I want to clarify, in case it's unclear, that I am not the
             | OP)
        
               | runawaybottle wrote:
               | Oh I know, I can't write for shit, so did something
               | rhetorically lazy.
        
             | breck wrote:
             | > lack of editing?
             | 
             | Lack of editing I think has it's place.
             | 
             | When you know roughly where to go and want to make money
             | and go to market, build a team and have the team edit each
             | other's work.
             | 
             | When you want to figure something out in a totally new
             | domain, don't waste time on editing just throw shit out
             | there and run.
        
             | WA wrote:
             | The funny thing is that most creators experience this, if
             | they put their work out there: What they think is their
             | greatest piece often isn't really perceived as such and
             | some random thing of theirs might struck a nerve in others.
             | This applies to a lot of things: blog posts, Tweets,
             | videos, music, paintings, and obviously games.
        
               | TRcontrarian wrote:
               | I've heard that Stephen King considers the Dark Tower
               | series his greatest work[1][2], but almost none of his
               | fans do[3][4]. The intent of a work can be far divorced
               | from the public reception of it.
               | 
               | [1]
               | https://darktower.fandom.com/wiki/The_Dark_Tower_Series
               | [2] https://stephenking.com/darktower/ [3]
               | https://www.forbes.com/sites/forbes-personal-
               | shopper/2021/02...? [4]
               | https://stephenking.com/xf/index.php?threads/which-king-
               | book...
        
               | tincholio wrote:
               | Well, the first 4 books are some of his best writing, I
               | think... The final 3 suck terribly, and were a great
               | disappointment (to me, of course, maybe some people
               | actually liked them)
        
               | agentwiggles wrote:
               | Overall I agree, but I actually quite like the ending of
               | the series. I've read lots of folks online who absolutely
               | hated what ultimately happens to Roland - I thought it
               | was a cool ending which was very much in keeping with the
               | sort of "cosmic cycles" theme of the books. That said,
               | there is a _lot_ of junk in those final three books, and
               | the seventh one in particular drops the ball in several
               | disappointing ways before it ends.
        
               | arkh wrote:
               | It was the best ending possible. The first line of the
               | first book was what hooked me on this universe, so I
               | loved reading the last line years later.
        
               | dash2 wrote:
               | Reminds me of Archy on Shakespeare [1]:
               | here i am ben says bill       nothing but a lousy
               | playwright       and with anything like luck       in the
               | breaks i might have been       a fairly decent sonnet
               | writer       i might have been a poet       if i had kept
               | away from the theatre            ...            well says
               | i pete       bill s plays are highly       esteemed to
               | this day       is that so says pete       poor mutt
               | little he would       care what poor bill wanted
               | was to be a poet
               | 
               | [1] http://ianchadwick.com/blog/three-archy-poems-by-don-
               | marquis...
        
               | pram wrote:
               | This is painfully true. I put my art on Twitter/IG and
               | the most popular things overall are nowhere close to my
               | favorite. I genuinely can't even comprehend why they are.
               | I'm not sure I could even attempt to "pander" by making
               | more of the same subject matter, because I'm not
               | convinced I'd replicate the correct thing lol
        
               | WA wrote:
               | Maybe ask people, but not sure if it's the same thing. Or
               | put more stuff out there at random.
        
               | EamonnMR wrote:
               | Apex Twin (the electronic music producer) put hours and
               | hours of unreleased work[1] out for free a few years ago.
               | One striking thing about the release is the number of
               | true gems in there that outshine published work.
               | 
               | 1: https://archive.org/details/AphexTwinAllUser18081971So
               | undclo...
        
         | 0x008 wrote:
         | I just feel the statement from Peter Thiel's book where he says
         | a good product is nothing without a good distribution channel
         | is rather fitting here.
        
         | WA wrote:
         | Maybe the author of the article missed the simple fact that
         | game designers want to come up with their own rules and
         | mathematical models, because they enjoy the process more than
         | reading 500 pages of explanations from a genius.
         | 
         | We all like to start from scratch, don't we?
        
           | redisman wrote:
           | Especially in a game context, you usually have to pick a few
           | details from the real world to simulate to make a compelling
           | game. Too many variables and it gets hard for the player to
           | track what's the cause and effect of what is happening.
        
             | Uhhrrr wrote:
             | > Too many variables and it gets hard for the player to
             | track what's the cause and effect of what is happening.
             | 
             | This is a programming lesson, too.
        
         | mcv wrote:
         | Yeah, the article comes across as rather arrogant.
         | 
         | And he doesn't really make the case that there's no demand yet
         | for his ideas; his ideas involve simulationist games of some
         | sort, and there's tons of demand for that. It is true that many
         | of these sort of games used to take really ugly shortcuts in
         | the 1980s, but where SimCity just faked traffic, City Skylines
         | simulates every person in the city, including the traffic
         | resulting from that.
         | 
         | If you want to see a game with complex interactions of
         | simulated systems, check out Europa Universalis. It simulates
         | every country in the world, its armies, ideas, economy (tax,
         | production, and trade resulting from production). In combat it
         | simulates how the units of those armies interact. How trade
         | flows around the world is incredibly complex (but also too
         | hard-coded in my opinion; I think it could still be improved).
         | 
         | Seems to me that plenty of games are incredibly successful
         | doing the sort of thing he did. If he does have a misunderstood
         | genius that these games can't touch, he's not making that case
         | in this article. It sounds more like he has a rather overblown
         | sense of the importance of his work, and a lack of appreciation
         | of the work of others.
        
         | zwaps wrote:
         | Comparing oneself with Neo Einstein to start with led me to
         | write a rather scathing reply here. A moment of reflection led
         | me to delete it.
         | 
         | I think I genuinely lack context. I do not know the author, nor
         | any of his games.
         | 
         | I know that in the wider context of the game industry, they are
         | not defining moments - games that people consider milestones.
         | 
         | We also know that today's games feature much more "realistic"
         | and complex systems than the affine or multiplicative equation
         | the author gives us. After all, interdependent agents on
         | different levels produce results that can rarely be described
         | by such simple measures. Getting a well-defined, realistic,
         | complex yet FUN game system from such agent-based approaches is
         | hard, but ultimately the goal of most game designers.
         | 
         | It seems to me that the author may have had some initial
         | insight, and got snubbed in the mid-eighties by other designers
         | or successes. It further seems that he has since then not
         | reevaluated the state of the game industry. Or, perhaps, he
         | lacks the ability to describe his unique insights in terms the
         | reader can understand?
        
           | morelisp wrote:
           | > I think I genuinely lack context. I do not know the author,
           | nor any of his games. I know that in the wider context of the
           | game industry, they are not defining moments - games that
           | people consider milestones.
           | 
           | You definitely lack context. I think Crawford's artistic
           | program is completely in the wrong, that the Erasmatron is a
           | joke, and that narcissism is largely responsible for leading
           | him down this path.
           | 
           | But _Eastern Front_ and _Balance of Power_ are seminal in
           | wargaming and computer gaming, _Siboot_ remains an oft-
           | studied object, and the idea of the storytron was both
           | reasonable and radical in 1993 even though Crawford ended up
           | on a useless path developing it.
           | 
           | Crawford was a looming figure in the industry in the 80s,
           | exited (rightly, and literally to applause!) to protest the
           | commercial direction the industry was taking in the 90s, but
           | then disappeared up his own ass for way too long. There's the
           | oft-quoted line from Hamming about productive research, of
           | which Crawford is probably among the most intense, and
           | definitely among the most tragic, example:
           | 
           |  _I notice that if you have the door to your office closed,
           | you get more work done today and tomorrow, and you are more
           | productive than most. But 10 years later somehow you don 't
           | know quite know what problems are worth working on; all the
           | hard work you do is sort of tangential in importance._
        
             | zwaps wrote:
             | That seems reasonable to me. Other figures in the game
             | industry retain their relevance and are known to me, a
             | contemporary. Crawford, instead, is not.
             | 
             | His writings are difficult from my perspective. He claims
             | to be a genius in quite a few areas, including AI. However,
             | in each of these areas, history has passed him by. None of
             | his ideas seem substantial or important from today's
             | perspective.
             | 
             | And this is not, how he claims, only our fault for missing
             | his genius. Instead, this person seems to be what we
             | academics call "not well read".
             | 
             | His musings about AI do not predate the science. What he
             | writes about, his work in the mid to late 70s, was already
             | known in the 50s and 60s, as far as I can tell.
             | 
             | Similar to his insistence that game designers somehow do
             | not know about systems, I think this is in part because he
             | does not read or engage with work that is not his own.
             | 
             | It's one thing to fail to communicate one's work. It is
             | another thing to ignore the work of other's and use this to
             | fuel one's own impression of the state of the world.
             | 
             | Let me put it differently: To be a successful researcher
             | or, I'd argue, developer, you have to learn to deeply
             | respect the contributions of other people. This includes
             | being honest about them. One needs to see deficiencies,
             | yes, but also allow for the possibility that there are many
             | geniuses that share discoveries - as frustrating as that
             | may be. The second element of this respect is then how you
             | engage with others. If one dismisses the approaches
             | outright, one is not only usually unfair or wrong, one also
             | quickly becomes disliked in any community. Internally, we
             | all develop ideas, and we always like our own ideas.
             | However, the process of science or progress is also fueled
             | by interaction, and interaction requires respect. People
             | with an overt superiority complex will always find it
             | difficult to frame their contributions in a way that is
             | accessible. And, with very eminent exceptions, will not
             | really contribute to human progress.
             | 
             | Case in point, Crawford is obviously a deep thinker with
             | important contributions to game development. I do believe
             | you there!
             | 
             | However, from today's perspective, it is hard to find
             | anything at all that one could consider important. Even if
             | some inventions predate the state of the art at the time,
             | our progress was guided by other people - people that were
             | able to cooperate. From my perspective, his ideas were
             | worked out either by people that predate him (or in
             | parallel), or done better by other researchers in what
             | followed. So while I lack context, and recognize that my
             | opinion does not reflect the truth, the simple fact that
             | Crawford shows close to zero respect for other thinkers
             | ultimately leads to a state of the world where I find
             | almost nothing notable, revolutionary or important in his
             | writing - be it wrong today's or yesterday's perspective.
             | Instead, I find that his website does not lend itself to a
             | very charitable impression of this person. Most of all,
             | because he implicitly insults other researchers that have
             | at least his level of genius, and which I deeply respect.
             | 
             | Instead, I need someone like you telling me that yes, this
             | man is or was important.
        
               | morelisp wrote:
               | I don't mean to give a charitable impression of him (I
               | also don't have one), but only try to provide context I
               | feel is missing here - a lot of people are reading this
               | as "another indie game developer feels he didn't get his
               | due" (boring) but the reality is "industry _founder_
               | completely out of touch after 30 years " - which I think
               | has more of a useful lesson for all of us. And that all
               | of us (perhaps especially Crawford) should study modern
               | history more deeply before passing any judgement.
               | 
               | > Other figures in the game industry retain their
               | relevance and are known to me, a contemporary. Crawford,
               | instead, is not.
               | 
               | It's hard for me to think of someone from Crawford's
               | cohort who has remained more well-known than him, to be
               | honest. From Wikipedia's description of the first GDCs:
               | 
               |  _About twenty-seven designers attended, including Don
               | Daglow, Brenda Laurel, Brian Moriarty, Gordon Walton, Tim
               | Brengle, Cliff Johnson, Dave Menconi, and Carol and Ivan
               | Manley. The second conference, held that same year at a
               | Holiday Inn at Milpitas, attracted about 125 developers.
               | Early conference directors included Brenda Laurel, Tim
               | Brengle, Sara Reeder, Dave Menconi, Jeff Johannigman,
               | Stephen Friedman, Chris Crawford, and Stephanie Barrett.
               | Later directors include John Powers, Nicky Robinson, Anne
               | Westfall, Susan Lee-Merrow, and Ernest W. Adams._
               | 
               | Of those, I can only place Crawford, Moriarty, Westfall,
               | and Adams off the top of my head. A few others I am
               | familiar with their work if I follow through on the
               | links, but can't easily associate the name with the
               | product or company. Moriarty is the only one I would
               | consider to have a current stature near Crawford's.
               | 
               | Keep in mind we're not talking about the usual "game dev
               | ancient history" cohort of early PC developers - Romero,
               | Carmack, Sweeney, et al. - here. This is a full
               | generation earlier and for a set of machines that didn't
               | come to dominate the world. Crawford _exited_ the
               | industry, after a long career, just as this phase was
               | starting.
        
               | zwaps wrote:
               | I absolutely take your points and share your sense that
               | this is unfortunate both for him and, likely, for the
               | industry as a whole.
               | 
               | I did not want to imply that he or his contributions are
               | in fact unimportant. Rather, the way he approaches
               | communication leads to that feeling among the uninformed
               | such as myself. The unfairness he feels seems to be, in
               | part, a result of his own writing style.
        
         | PartiallyTyped wrote:
         | I do not have a lot to add to the conversation, except some
         | examples from ML, in particular, the Support Vector Machine was
         | conceived much earlier than it was published but Vapnik's work
         | was repeatedly rejected, yet SVMs are one of ML's brightest
         | achievements.
         | 
         | Similarly, the Neural Network was repeatedly dismissed, with
         | Minsky being a prominent example.
         | 
         | Not all ideas amount the same, but perhaps, at least in ML, we
         | need to be open to exploring as many ideas as possible instead
         | of performing grad student descent on the current consensus
         | valley.
        
       | karmakaze wrote:
       | Chris Crawford is a name I immediately recognize as a pioneer in
       | early video game development, particularly the Atari 8-bit. I
       | eagerly consumed every bit of information about the Atari in BYTE
       | and pieces of De Re Atari (the bible for that platform) I could
       | get my hands on.
       | 
       | I've played Eastern Front and Balance of Power (on Atari ST) but
       | they weren't my cup of tea--I was into graphics and animated
       | gameplay. Similarly I preferred Risk to Avalon Hill board games.
       | I did have a friend/roommate who was really into Balance of
       | Power, he would play it all the time, over and over. I didn't
       | 'get' it, but he obviously did.
       | 
       | From Wikipedia entry[0]
       | 
       | > I dreamed of the day when computer games would be a viable
       | medium of artistic expression -- an art form. I dreamed of
       | computer games encompassing the broad range of human experience
       | and emotion: computer games about [...] All of these things and
       | more were part of this dream, but by themselves they amounted to
       | nothing, because all of these things have already been done by
       | other art forms. There was no advantage, no purchase, nothing
       | superior about this dream, it's just an old rehash. All we are
       | doing with the computer, if all we do is just reinvent the wheel
       | with poor grade materials, well, we don't have a dream worth
       | pursuing. But there was a second part of this dream that
       | catapulted it into the stratosphere. The second part is what made
       | this dream important and worthy: that is interactivity.
       | 
       | I feel some of this too, like the poor quality games that came
       | out with CD-ROM, and each new technology recently VR that
       | initially only scratches the surface. I do see this has been
       | improving steadily with the diversity, budgets, and mind share
       | that video games are gaining. I do see the art form in many
       | recent 'game' titles so don't despair the future of gaming.
       | 
       | [0] https://en.wikipedia.org/wiki/Chris_Crawford_(game_designer)
        
         | breck wrote:
         | Thanks for sharing that context. I don't remember his games but
         | cool to read about his impact from a contemporary.
         | 
         | I can relate to having friends that were into more intelligent
         | games than me, although in my case it was was worse. (Me: WOW!
         | DUKE NUKEM 3D HAS SWEARS!). Hopefully my tastes eventually
         | matured.
        
       | randomsearch wrote:
       | It's terrifying to be self aware enough to note that this
       | problem, of assessing our own abilities and potential
       | contributions, is so difficult.
       | 
       | Over time I've been fortunate enough to meet people sufficiently
       | better at mathematics than me to crush any hope I had of solving
       | significant problems in quantum theory. So at least I'm not
       | wasting my life there.
       | 
       | But now I'm focused on other goals that seem more suited, but how
       | do I know I'm not an idiot here too? Maybe I'd be better helping
       | a genuinely smart person achieve their goals.
       | 
       | I've had encouragement from a few people who know me well, which
       | helps. I respect them so their validation is encouraging.
       | 
       | Are there any other ways to assess yourself to ensure you're not
       | (amongst other things) out of your depth without being aware of
       | it?
        
         | mlac wrote:
         | >"So at least I'm not wasting my life there."
         | 
         | Do you enjoy that work and thinking about it? Sure, you may not
         | make groundbreaking discoveries, but there is a lot of space
         | between groundbreaking and implementation. If you can
         | understand the groundbreaking work and see the applicability to
         | other problems, you are in a good place.
         | 
         | It's not a waste of life if you enjoy the work and are adding
         | some value (e.g. someone's paying you for your output, or some
         | other measure of value).
         | 
         | >"how do I know I'm not an idiot here too?"
         | 
         | Who judges what is an idiot? There's raw talent, the ability to
         | synthesize information, the ability to retain a breadth of
         | knowledge and draw connections between ideas, the ability to
         | communicate ideas, and many other dimensions of "smart".
         | 
         | You can have a truly unmotivated genius that will achieve and
         | contribute much less than someone who is just "smart" but has
         | the work ethic. Einstein had both. That's why he is so rare.
         | 
         | > "Are there any other ways to assess yourself to ensure you're
         | not (amongst other things) out of your depth without being
         | aware of it?"
         | 
         | Again, IMHO, if you are still learning things and feeling out
         | of your depth, then you are in a good spot. If you don't
         | understand the topic, then you've either missed a step between
         | the fundamentals and what you're working on or maybe you've hit
         | the limit of your ability. But truly hitting that limit is rare
         | - most times people could return to learning the basics and a
         | few more intermediate items, return to the problem, have a
         | "breakthrough", and keep going. Progress is not linear.
         | 
         | But it makes sense - as you work on more and more difficult
         | problems, it takes longer and longer to make visible progress.
         | If it were easy, it would have been figured out already. While
         | making progress, it never feels like you're making a big
         | accomplishment day after day.
         | 
         | I think working on goals that are "more suited" could stick you
         | in a place where you've under-achieved to feel "smart" and have
         | not achieved what you could have. Personally, I'd rather be
         | failing (in a way that isn't life altering or career ruining)
         | consistently to make sure that I'm not under-performing or
         | selling myself short. It's an uncomfortable place to be, but
         | that's where you find personal growth and progress.
         | 
         | Last thing - to be successfully measured, it means someone
         | needs to have covered the territory, solved all the problems,
         | figured out and ranked how difficult the problems are, and then
         | put them out there to judge others. If you want to compete in a
         | space that is that mature, have fun, but it seems like you may
         | be operating in a place where the measuring stick isn't built
         | yet.
        
       | perryizgr8 wrote:
       | > I can look at a car traveling down a road and know that the
       | distance it will cover is equal to its speed multiplied by the
       | time interval.
       | 
       | Is this write up supposed to be tongue in cheek? This is the most
       | basic concept almost everybody understands.
        
       | gw wrote:
       | Crawford says nobody truly followed in his footsteps but I think
       | Jason Rohrer qualifies. The two even shot a documentary together,
       | and the scene where Crawford showed off his Storytron project to
       | Jason was pretty revealing. Jason called it baroque and Crawford
       | responded that he'd consider his life a failure if the project
       | fails:
       | 
       | https://www.youtube.com/watch?v=zA_0_dSD3-Q&t=27m35s
       | 
       | Crawford definitely is not doing enough introspection. I hope the
       | man resets and makes an inspiring project without the self-
       | romanticizing or self-pitying.
        
         | DonHopkins wrote:
         | The dragon attack at 4:05 was worth the price of admission.
        
         | Miraste wrote:
         | Crawford's travails remind me of the story of the pottery class
         | (https://excellentjourney.net/2015/03/04/art-fear-the-
         | ceramic...), in which half a studio is graded on the sheer
         | quantity of pots they produce, while the others are graded on
         | making one perfect pot. The "quantity" group ends up making
         | higher quality pots because they've practiced and learned from
         | their failures.
         | 
         | More succinctly, "real artists ship."
        
       | agumonkey wrote:
       | The lesson for this kind of problems: realize that timing is key
       | and an art. Too early or too late and you die.
       | 
       | Keep your passion alive, wait for the right time or find a better
       | soil. Like moving to a different country because culture will
       | react better to your ways and proposals (a very regular issue in
       | France for instance)
        
       | jariel wrote:
       | Self awareness, which is the 'real' topic of this post is a
       | challenging thing.
       | 
       | Growing up, I was naturally humble, and I knew I didn't know much
       | and was amazed to find some confidence after ostensibly earning
       | it to some degree.
       | 
       | What I found was a world of BS-ers so many people convincingly
       | telling others they are the best, and having others believe that.
       | 
       | Then I found that many of these BS-ers believe their own drama -
       | that's scary.
       | 
       | It's doubly scary when these people are in fact, talented, but
       | they project it 10x further with their egos. (Think: Kanye West
       | etc.)
       | 
       | I use the term 'I' here but I think this is at least a common
       | path.
       | 
       | But something I struggle with is just how many regular people are
       | like this? Is tech full of 22-year holds who think they are
       | really that smart? It's one thing to _try_ to change the world,
       | fine, but another to think that you know better or are entitled
       | to that. Or is it a generational issue?
       | 
       | I think we all have sparks of genius, and it takes a lot of
       | hustle to communicate even basic ideas. We need to reinforce
       | ourselves to keep it up. But on some level, we have to try to be
       | objective as well. That's really, really hard, especially if you
       | know something that others might not know, or at least feel that
       | you do.
        
         | sombremesa wrote:
         | > But on some level, we have to try to be objective as well.
         | 
         | That's not untrue, but it's all about marketing now. Marketing
         | really is all there is -- some people call it 'growth hacking',
         | but in the end it's what separates the wheat from the chaff.
         | Having knowledge or skills is all well and good, but having
         | _perceived_ knowledge and skills is better for all extrinsic
         | intents and purposes, so long as you 've got enough to sustain
         | the facade.
         | 
         | Objectivity in self-assessment isn't a bad thing, but success
         | nowadays is defined by what you can make others believe.
         | 
         | Of course, there's the other kind of success - the kind Saitama
         | in One Punch Man enjoys - getting good at something almost by
         | accident, just because you love doing it. If you can make a
         | living just doing what you love, who gives a damn whether other
         | people know of you?
        
           | username90 wrote:
           | When you are an individual making games then it doesn't
           | matter how much people perceive you to be a genius, people
           | don't play games they find boring.
        
           | jka wrote:
           | The ability to sustain a facade thanks to marketing may be
           | possible currently, in some circumstances; but that might not
           | be true forever.
           | 
           | It's also true that success doesn't require marketing; plenty
           | of popular software and libraries, for example, have achieved
           | their position not by advertising themselves, but by
           | providing the correct solution for the task at hand.
        
             | sombremesa wrote:
             | I should clarify that I meant success in the context of
             | personal status. Even the authors of popular software and
             | libraries usually remain obscure unless they choose to
             | market themselves. For example, take the author of Flappy
             | Bird who I can't even name offhand vs. Jonathan Stroud. The
             | difference is in the marketing.
        
       | anonymousisme wrote:
       | I was hoping that he might realize that more people would embrace
       | his ideas if he shared them freely. I understand and appreciate
       | the need to earn a living, but he's apparently been doing that
       | anyway by writing games.
        
       | gambiting wrote:
       | As a side note - I _LOVE_ when people continue to use this super
       | basic HTML 1.1 web design. It 's just superior in literally every
       | way to the garbage we use today, with its overblown everything,
       | just so the site can scale to every device imaginable under the
       | sun. Guess what, this is perfectly readable on a phone, I have
       | two fingers, I can zoom in and scroll about, no need to load 70MB
       | of javascript just to adjust it for me thanks.
        
         | phist_mcgee wrote:
         | I like the useless horizontal scroll and the clashing colours
         | the best.
        
         | Toutouxc wrote:
         | Just to provide a different perspective - the page is perfectly
         | UNreadable on my fairly normal 1080p phone with Firefox and if
         | I wasn't browsing HN on my Mac atm I would've closed the
         | article immediately for that sole reason. Yes, I am that petty.
         | I value my time, even my lazy browsing time.
         | 
         | Also, a couple lines of CSS would be enough, no need to load 70
         | MB of JS.
        
           | gambiting wrote:
           | Interesting - for me on Android in Chrome the website scales
           | to the correct width automatically.
        
           | bartread wrote:
           | Ah, yeah, fixed width layout: that's pretty annoying and one
           | thing I don't miss from the "old" web. I do quite appreciate
           | the overall aesthetic - as well as the page load speed - of
           | this particular site.
           | 
           | As you say, variable width and proper viewport support are
           | easily fixed with a line or two of CSS, and if he did that it
           | would work as well on mobile as it does on desktop.
        
           | lmm wrote:
           | That's crappy defaults from those browsers. I hate the point-
           | size inflation that we've gone through because browser makers
           | refused to do anything sensible until it was pushed by Apple
           | and designers would always use a font size that looked right
           | on their expensive mac, so now the only way to view a site
           | right is to guess how old it is and then adjust your zoom to
           | compensate. It didn't have to be like this!
        
         | breck wrote:
         | But 120 characters line width is 2x as wide as a line should
         | be. Publishers have known that for centuries.
         | 
         | Don't think the people who spent years to typeset a book
         | centuries ago were dumb.
         | 
         | They thought hard about what they were doing.
        
         | raister wrote:
         | Yes! Me too. Check this out: https://www.cs.cmu.edu/~maxion/
        
         | elwell wrote:
         | > It's just superior in literally every way to the garbage we
         | use today
         | 
         | Nostalgia can be blinding. I love plain HTML pages too though.
         | 
         | > this is perfectly readable on a phone
         | 
         | There's some jQuery driven magic at the bottom of the source
         | for that.
        
           | krylon367 wrote:
           | If all of a sudden, Hacker News decided to add a 2px blur
           | filter to this entire website using CSS, making everything
           | harder to read, would your desire to have it go back to the
           | way it was be for 'nostalgic' reasons? I suppose you could
           | argue 'yes' because presently reading this site right now is
           | satisfying in some way, and you would want to return to it
           | being satisfying. But is that THE reason? If someone walks
           | into your room right now and begins to torture you with a
           | knife, do you say 'Hey stop i have nostalgic memories of not
           | being tortured 30 seconds ago?' Again yes... damn you are
           | right nostalgia is blinding!
        
       | warbaker wrote:
       | I think he's trying to say that there's art in simulation, in
       | taking complex real life phenomena, turning them into simple
       | math, making a computer run that math, and giving a person a way
       | to interact with it.
       | 
       | Some games today do this, but it's rare.
       | 
       | Game _systems_ being treated as art (as opposed to the story
       | /visuals/sound) is rarer still.
       | 
       | Incidentally, the reason he chose to present simple formulae in
       | the post was that he wanted to show elegant simplicity, not
       | dazzle with mathematical wizardry.
       | 
       | Regardless, you don't need to dunk on someone who is already
       | dunking on himself, _hard_ , harder than most of us are even
       | capable of, just because in your opinion he isn't doing it in
       | quite the right way.
        
         | warbaker wrote:
         | To me, there can be almost a . . . cuteness to good simulation.
         | It's a small, holdable version of something big, like a tiny
         | stuffed giraffe.
        
       | moonbug wrote:
       | Shit Wolfram speaks.
        
       | twelfthnight wrote:
       | Hi all, it seems there is some important context to this article
       | in the following blog posts, specifically "Seventy" and "Gemma".
       | I think there is something to be learned from this article about
       | loneliness as we age and look back on our impact on the world.
       | Hope everyone reading this can find someone to appreciate the
       | work they're doing because I find it impossible to believe that
       | everyone isn't doing at least one thing of value to someone else.
        
         | golly_ned wrote:
         | Thank you for noting those other blog posts. The author is
         | seventy, has lost his closest friends, and is grieving,
         | reflecting on his life.
        
           | breck wrote:
           | Thanks for that context. Personally I was amazed by the
           | content, and didn't need the extra context, but makes it a
           | little bittersweet.
           | 
           | Reminds me of this visualization I just saw (warning, may
           | cause a tightening in the chest):
           | 
           | https://twitter.com/pavtalk/status/1360264692250288131
        
             | saeranv wrote:
             | The image says "Spend time with those you love. One of
             | these days you will say either 'I wish I had' or 'I'm glad
             | I did'."
             | 
             | But another way to interpret this graph is to spend less
             | time attempting to cultivate relationships (which yield
             | less and less value over the long term) and spend more time
             | developing interests and skills that keeps you happy and
             | occupied as on average we tend to age in isolation.
        
             | sudosysgen wrote:
             | I think the most important thing I've got from that graphic
             | is to choose your partner very well, being careful of how
             | they will keep you company in the very long term.
        
               | breck wrote:
               | This trick worked for me: find an amazing woman with bad
               | eyesight.
        
         | imdsm wrote:
         | http://www.erasmatazz.com/personal/self/gemma.html
         | 
         | http://www.erasmatazz.com/personal/self/seventy.html
        
         | janee wrote:
         | thanks for mentioning these. They're quite sad, but touching
         | and for a lack of a better word very human.
         | 
         | I can't help but read this and think about my own path in life
         | and especially family.
        
         | dwhitston wrote:
         | Agreed, and thank you for pointing out the other posts. The
         | remembrance of his friend was particularly affecting. I recall
         | playing Balance of Power, and reading Chris Crawford's book on
         | game design as a teenager in the early 90s. He's had an impact,
         | beyond tilting at windmills and watching his friends grow old.
        
         | solipsism wrote:
         | "Seventy" indeed was touching and sad. Made all the more sad by
         | the delusional statements of grandeur.
         | 
         | It must be truly sad to think you're a genius who was never
         | appreciated. I say that without any sarcasm.
        
         | pram wrote:
         | Yes the entire chain of posts is just incredibly depressing.
        
       | throwawaygimp wrote:
       | Keep it respectful guys - while a lot of you are earning a shit
       | load to peddle ads, this dude make some amazing original things
       | and more importantly spent a huge portion of his life trying to
       | help others get value from his thoughts and ideas.
        
         | HourglassFR wrote:
         | He has some interesting idea and is more than ready to share
         | them with others, which is a respectable thing to do I agree.
         | On the other hand, I find his models hilariously bad, e.g. :
         | 
         | > With Balance of Power, I could write a simple equation for
         | the number of fighters who would join an insurgency against the
         | government:
         | 
         | > `Fighters = Political Immaturity * Population * Previous
         | Success of Insurgency`
         | 
         | > Here, `Political Immaturity` is a constant I defined for each
         | country based on my estimate of how much people respected the
         | rule of law.
         | 
         | I mean, come on...
        
           | bartread wrote:
           | Of course, but such simplifications are necessary given the
           | limited power of typical 8- and 16-bit home computers of the
           | time. And you don't need to do anything particularly advanced
           | to create an engaging game, which Balance of Power is.
        
             | mcv wrote:
             | Of course you need to keep things simple on the hardware of
             | that time. But still, I don't understand his complaint that
             | nobody else followed in his footsteps; Europa Universalis
             | has tons of calculations like that, all of them a lot more
             | sophisticated than that. They're still massive
             | simplifications of course, but I don't see how it's not a
             | natural progression from his work in the 1980s.
        
               | BoiledCabbage wrote:
               | > Europa Universalis has tons of calculations like that,
               | all of them a lot more sophisticated than that.
               | 
               | It's incredible how many people keep missing the man's
               | point. Almost making it for him. His point is the gaming
               | industry is still completely filled with mindless NPCs
               | and simple boolean interactions. He calls out God of War
               | in another article as an extreme disappointment.
               | 
               | The fact that everyone here is saying his ideas have
               | continued, but keep naming the same two or three games
               | made by only a couple gaming companies proves how right
               | he is. If you want any form of deep interactivity play a
               | deep strategy game, anything else besides that in game
               | design is still about as interactive as pacman.
               | 
               | His point is that after 35 years and literal orders of
               | magnitude improvement in processing power, the average
               | game is still modeled using incredibly simplistic logic
               | and makes for empty interactions. And take a look at most
               | any top selling game and it's true.
               | 
               | Your average squirrel in the park has more interesting
               | behavior or interaction than most game characters. It's
               | essentially just been "better graphics, bigger
               | explosions" for three decades now. None of that precludes
               | dynamic interactions.
        
               | mcv wrote:
               | Big game companies just make what sells. I don't see why
               | anyone would expect that to change. It shouldn't surprise
               | anyone that many games aren't very good; most of
               | everything is crap, and games are no different. But the
               | logic in the best games has absolutely progressed since
               | the 1980s, and even many (though not all) FPS games put
               | quite a bit of effort into making their game characters
               | move and act in a believable way. Far more than they did
               | 34 years ago.
               | 
               | Though there's undoubtedly still plenty of room for
               | improvement. In terms of how smart computer characters
               | move and act, I think _Robin Hood, the Legend of
               | Sherwood_ (2002) still stands out: there, when a guard
               | spots you, they first become curious and come check you
               | out. When they 're sure they've seen you, they raise the
               | alarm and attack you, and other guards that hear them,
               | join them. When a guard finds a dead guard, they look for
               | their boss, who then organises a search party. It's all
               | very logical, and it results in a very exciting isometric
               | stealth game. Especially the fact that the guards
               | cooperate, but need to communicate over credible
               | distances first, makes the whole thing work very well.
               | There may well have been other games that work like this;
               | I don't pretend to know most games, but I've never played
               | anything else quite like it.
        
         | kace91 wrote:
         | > Keep it respectful guys - while a lot of you are earning a
         | shit load to peddle ads,
         | 
         | What an entrance.
        
         | afterwalk wrote:
         | Speak for yourself. I make my $$$ selling saas tools to people
         | who make tools for people who invest in tools for ad peddlers.
        
         | bartread wrote:
         | I don't get the "nobody used my ideas" sentiment.
         | 
         | Think about Eastern Front (which I haven't played) or Balance
         | of Power (which I have, on the Amiga). There are _tons_ of
         | games that are similarly built, in whole or in part, on such
         | mathematical models: SimCity, Rollercoaster Tycoon, the Civ
         | series, any number of turn-based and real-time strategy games
         | going back to the 8-bit era. Even RPGs use mathematical rules,
         | with a handy dose of chance, to decide the outcome of different
         | kinds of attack.
         | 
         | There's even a whole (I seem to remember) chapter in Stephen
         | Hill's "Amiga Game Maker's Manual with AMOS Basic" on building
         | "simulation games" using simple mathematical models.
         | 
         | Whilst I respect Chris Crawford's contribution to the video
         | games industry I don't understand this perspective at all.
        
         | Badfood wrote:
         | I know who I'd want to spend an afternoon talking to
        
           | orange3xchicken wrote:
           | Some tier-A mathematicians working on some pretty fucking
           | cool problems in online decision making and machine learning,
           | or someone who writes shit like:
           | 
           | "Young people these days, I am told, are illiterate and
           | cannot understand the written word. They can learn only from
           | video. So should I speak to them in the language they
           | understand?
           | 
           | Yes, I probably am a genius--but the issue is meaningless."
        
             | sarakayakomzin wrote:
             | >Some tier-A mathematicians working on some pretty fucking
             | cool problems in online decision making and machine
             | learning,
             | 
             | bahaha
        
             | paganel wrote:
             | Efficient matrix multiplication does not make one a "tier-A
             | mathematician". And to add to that, even tier-A mathematics
             | can be pretty damn boring.
        
               | orange3xchicken wrote:
               | I wasn't talking about methods for matrix multiplication.
               | 
               | The algorithms that are used by most ad recommendation
               | services are deep enough themselves.
               | 
               | The ICML test of time award this year was for an
               | adaptation of a technique used to study online decision
               | making algorithms.
        
             | Donckele wrote:
             | Write shit or talk shit? I'll take write shit.
        
         | solipsism wrote:
         | This guy seems to try to bluntly tell it like it is. He's
         | _completely wrong_ , but hopefully he can appreciate the same
         | sort of blunt feedback from others.
        
         | lmm wrote:
         | > spent a huge portion of his life trying to help others get
         | value from his thoughts and ideas.
         | 
         | Did he really? Or did he spend that time satisfying his own ego
         | and tell himself it was for the sake of helping others?
         | Certainly it sounds like he managed less actual helping others
         | than those of us "earning a shit load to peddle ads".
        
       | VoodooJuJu wrote:
       | >Why have I failed after so much effort? The simple answer is
       | that, as my wife says, I'm too far ahead of my time. Perhaps I'm
       | a misunderstood genius.
       | 
       | What a cope - damn your ego.
       | 
       | I don't want to believe that a man of his age is so self-
       | aggrandizing, so lacking in humility. "Oh, it's nothing wrong
       | with me - it's them! I'm actually a messiah!" Complete and utter
       | anti-wisdom.
        
       | bumbada wrote:
       | Crawford is not a genius, he is a visionary. He has some idea in
       | his mind and for him this idea is as real as reality. But it does
       | not.
       | 
       | The early successes he had made him overconfident. I don't see
       | the formulas he displays as anything sort of revolutionary.
       | 
       | Any computer game today have systems way more sophisticated than
       | that, or even old systems like the "sims" engine(original
       | CimCity, Spore), Civilization series, doom, mafia, a flight
       | simulator or Age of Empires to name a few. All those systems have
       | incredible internal mathematical models.
       | 
       | He risked anything he had on his vision. His vision came sort. He
       | does not accept reality. Even today he believes his visions are
       | right and the world is wrong.
       | 
       | The "I blew it" is not acceptance of his failures. It is an
       | acceptance of the failures of society that was not prepared for
       | his revolutionary ideas. Society was not yet prepared for his
       | genius. He made the mistake of valuing society more than what is
       | worth.
        
         | erikbye wrote:
         | > Crawford is not a genius, he is a visionary.
         | 
         | Why is it that judging someone as a genius or not comes so easy
         | to everyone?
         | 
         | I find making that assessment incredibly challenging.
        
           | imtringued wrote:
           | It's very easy because there is nothing objective about being
           | a genius. It's purely about social perception and for this
           | man the only social perception he cares about is himself.
           | That's why he can confidently declare himself as genius and
           | other people don't.
           | 
           | Why would I care about someone whose latest accomplishment
           | was half a decade before I was born? The complexity of modern
           | games is so incredibly high that his equations look like
           | toys.
           | 
           | I once had an idea of making a simulation game about
           | constructing dyson sphere. Now that dsyon sphere program
           | exists do I claim credit for that even though I never
           | communicated with the developer of that game?
           | 
           | That's the behavior Crawford is engaging in. He's shutting
           | himself off and blames other people for his problems and he
           | never wants to rely on anyone else for his successes. The
           | superiority complex is exactly the thing that is holding him
           | back.
        
           | wizardofdos wrote:
           | Yes, i think there is many Einsteins and Mendels that weren't
           | rediscovered after their time.
           | 
           | Some because their ideas were wrong, but some also with
           | innovative and correct ideas, many of which were reinvented
           | and some probably even never reinvented and lost to
           | obscurity.
        
           | hobofan wrote:
           | Depending on how high you set the bar it's very easy to make
           | that assessment because barely anyone even comes close. E.g.
           | I have a very high bar, going so far that I couldn't even
           | come up with any living person that I'd call a genius from
           | the top of my head, so I'm _pretty_ sure in not calling the
           | author a genius.
        
       | sudosysgen wrote:
       | I would suggest for the author to play "Democracy 3",
       | "Stellaris", "Europa Universalis", "Hearts of Iron" and "Dwarf
       | Fortress". This mode of game is not actually so uncommon.
       | Stellaris does so much computation and simulation that some
       | relatively modern computers cannot run them.
        
         | saberdancer wrote:
         | Aurora 4x is a great example. It's a highly niche game
         | developed by a single programmer that models variety of systems
         | and is completely free.
         | 
         | It's hard to get into, but the systems it implements compliment
         | each other really well to create a realistic space empire
         | building game.
         | 
         | Examples you mentioned above are all "mass market" (except DF)
         | in comparison.
        
         | macspoofing wrote:
         | Indeed. But that's his problem. He's been in a hole for 30
         | years while the gaming industry grew and evolved exponentially
         | through the actions and competition of thousands of individuals
         | and companies. His vision of simulating complex systems with
         | simple approximations from mathematical formulae and algorithms
         | has been realized countless times. You mentioned some great
         | (and sophisticated) examples but honestly, almost every single
         | game has some elements of these these design ideas. It's
         | nothing new ... and honestly kind of obvious. Anyone who wants
         | to make a strategy game has to figure out how to believably
         | simulate behaviour on computing devices of the time. If you're
         | talking about computers in the 80s, you are forced to find
         | simple mathematical expressions because a more complex
         | simulation will bog your game down. So I'm not even sure how
         | novel his ideas were, even in the early 80s.
         | 
         | This is also why it's so hard to meaningfully come up with
         | something novel by thinking really really hard about it in a
         | secluded cave. You need to refine your ideas by constantly
         | testing them in the market of ideas either through
         | collaboration or concrete implementation.
        
         | bombcar wrote:
         | I was looking for the mention of Dwarf Fortress - it appears to
         | implement much of what he's describing in the story simulations
         | of Worldgen.
        
           | kerbobotat wrote:
           | Dwarf Fortress' creator Tarn Adams is the antithesis of this
           | guy, as far as I can see from a brief perusal of his articles
           | beyond this one. Tarn is humble, often plays down his
           | acheivements, is really interested in how his players and
           | community interact with the systems, and builds out
           | complexity based on the desires and needs of the players.
           | 
           | I don't mean to diminish the work of Crawford, but he is
           | building the same kind of simulationst mechanisms that Adams
           | is, but Adams hit on success partly because of his
           | personality.
        
             | bombcar wrote:
             | I agree - Adams is incredibly humble (and shy) - and he's
             | driven by making the game he wants to play; he cares less
             | about the mechanisms and more about the results - he wants
             | edifying gameplay and a game that can tell STORIES.
             | 
             | It's almost perfectly the academic/amateur divide if you
             | will; which is amusing given Adams' background in
             | education.
        
       | A12-B wrote:
       | At the end of the day, self-awareness is the highest sign of
       | cognition and intelligence. OK, thats not quite true, but they do
       | use it to test self-consciousness in animals.
       | 
       | I think it's important because, even if you have some really good
       | ideas, and maybe this guy does, if you can't hold a mirror to
       | them they will just end up hitting a wall. Ideas only improve if
       | they can beat themselves up.
        
       | vonwoodson wrote:
       | HN is really showing their collective asses here. Way to
       | thoroughly thrash someone who dared to open up on the Internet.
        
         | username90 wrote:
         | Nobody wants to end up in his position, so we analyse it to try
         | to see where he went wrong. In his case the issue is pretty
         | obvious, I don't think it is wrong to bring that up.
         | 
         | If you write a sob story then don't paint a huge target around
         | yourself as the main problem and antagonist in your story.
        
         | carapace wrote:
         | Yeah, FFS is today "Asshole Day" or something?
         | 
         | I played Balance of Power. It has no rivals.
         | 
         | Have some goddamned respect people.
         | 
         | And remember that, unless something worse happens, you'll be
         | old too one day.
        
         | burnthrow wrote:
         | But he used the word "I" too many times. Case closed. Throw
         | your unread TAOCP at him!
        
       | runawaybottle wrote:
       | Hate to pile on, but the man's post reads like an incel post,
       | except incel's are funny about their entitlement.
       | 
       | Oddly, I never heard of him but find the concept of a
       | geopolitical subversive game extremely interesting (his Balance
       | of Power game). In a sense, our current geopolitics literally has
       | five or six actors operating via undercurrents to destabilize a
       | variety of forces in our world. It's a poker game, who is doing
       | it and can you stop it from impacting your own country? Okay, so
       | who the hell would be interested in this game (it seems like not
       | many), but I'm interested you little incel, why so entitled?
       | 
       | Narcissism is like getting sprayed by a Skunk (not us, or
       | possibly many of us, but in this case him), where you need many
       | many washes to get rid of the smell. It's possible, but it takes
       | a lot of time. Talk about the work, force yourself to remove
       | yourself from the equation at all cost, and hide your
       | entitlement, and indulging in woe-is-me.
       | 
       | Small-aside:
       | 
       | If anyone wants to think about just how dangerous and self
       | destructive this type of martyrdom thinking actually is, if you
       | mix this post with any kind of drug or alcohol abuse, you pretty
       | much have jet fuel for self pity and serious long term substance
       | abuse issues. It is way too comfortable of a thing to slip into
       | with the right lubricants on a daily basis.
        
       | username90 wrote:
       | He makes the basic error of not recognizing that the user is
       | always right. If nobody thinks your games are great then they
       | aren't great. You missed at least something when you made the
       | game. If he actually made great niche games he would have built
       | up a community around them of people who love that style in the
       | 40 years he has been making games, but ultimately nobody cared
       | about his games.
       | 
       | You don't have to make everyone think your game is great, but you
       | have to make at least a fraction of people think so. Even just 10
       | 000 dedicated fans of the genre is more than enough to keep an
       | indie developer going, but he couldn't even manage that.
        
         | redisman wrote:
         | I agree. If you want to influence a art form like games or
         | music or writing, you have to have skin in the game and release
         | things. Telling others their way is wrong isn't going to change
         | anything, the burden is on you to present that your model works
         | and is superior in some way. You just have to have hard
         | material you've created for that to happen. Everyone has their
         | own great ideas to validate
        
       | ricardobayes wrote:
       | Being a successful game developer for Amiga is like being Puskas,
       | the footballer in 60s. To be successful nowadays requires a
       | different (more commercial) mindset.
        
       | samwestdev wrote:
       | Guys cut him some slack. I mean dude is what, in his 70s?
        
         | watt wrote:
         | He is, and the heaviness of that is not lost.
         | 
         | http://www.erasmatazz.com/personal/self/sixty.html
         | 
         | http://www.erasmatazz.com/personal/self/seventy.html
        
           | [deleted]
        
       | kabdib wrote:
       | In the early 80s, Atari was desperate to portray video games as
       | constructive social objects, rather than as the quarter-sucking
       | homework-wreckers they actually were. In an effort to legitimize
       | themselves and the market, Atari produced a "documentary" called
       | _Video Games: A Public Perspective_
       | (https://www.youtube.com/watch?v=7gBWDlr3Rx0) which is full of
       | stuff like "We're trying to put computer power into the hands of
       | children..." and other projects of the fuuuuture. A powerful
       | contingent in Atari management seemed to be ashamed of the
       | industry's quarter-sucking past and desperately wanted to "go
       | legitimate". There were internal mandates in some organizations
       | that forbade the development of "shooting games".
       | 
       | Atari had a corporate research outfit, a building not far from
       | Corporate HQ where some luminaries like Alan Kay were seeded, and
       | they were very plugged into the question of "Well, if we can't
       | make shooty games, what _can_ we do? ". To answer this question
       | they bought a lot of Vaxes and LISP machines and hired a bunch of
       | other researchers you've definitely heard of. There was a lot
       | going on. Atari also hired Chris Crawford to run a small group of
       | game developers, presumably because "Your games look educational
       | and this grants us legitimacy, do more of that."
       | 
       | It was not a happy group (judging from the sidelines; a couple of
       | my housemates worked in it) and its output reflected the group's
       | turmoil. Infighting and bickering, game demos that were largely
       | retreads of prior not-very-much-fun efforts, attempts at new
       | forms of non-shooty games. My favorite mini-game was _Gossip_ , a
       | game involving facial expressions where you held conversations
       | with virtual people and tried to get them to like each other. An
       | anonymous member of the team turned the internal math on its head
       | and changed the goal to "make everyone hate each other". The
       | thing is, the politically incorrect version was MUCH more fun
       | than the original. Crawford should have taken the hint. I don't
       | think he ever knew how to do fun.
        
       | curiousllama wrote:
       | > I see the same thing when I look at the real world: it is not a
       | collection of objects, but rather a system of processes, and
       | those processes are best understood through mathematics.
       | 
       | This sentence gets to me. He's _so close_ to right, it's just
       | that the answer is from a world so different than where he lives.
       | 
       | In management consulting, I learned the exact same thing,
       | _except_ that the best way to understand the system is through
       | _social relations_ (read: office politics), not math. Such an
       | understanding inevitably leads you, when you hope to create
       | change, to FIRST establish a need, and THEN pose a solution.
       | 
       | He didn't blow it. He just needs to learn to establish the need.
       | 
       | > there's no sense of desperation, ... People are still bewitched
       | by the progress
       | 
       | People are desperate for "artistic expression". But needs don't
       | exist in a vacuum.
        
       | jccalhoun wrote:
       | Thanks goodness for people like Chris Crawford. He is the crazy
       | guy in his lab doing weird things. He may be misguided but it is
       | good to have him and people like him around to be contrarians and
       | try to push/pull things in a different direction.
       | 
       | I think Crawford has been barking up the wrong tree with his
       | storytron thing ( http://www.ifwiki.org/index.php/Storytron ) for
       | decades but good for him for trying.
        
       | ffggvv wrote:
       | seems very unclassy to dunk on an old lamenting his life,
       | regardless if he is right or wrong. this is part of the problem
       | with the internet
        
       | weeboid wrote:
       | lol, bro it's much simpler than that. people play games to have
       | fun, and the intersection of complex, time intensive games and
       | those who's idea of fun is complex, time intensive games ... it's
       | a small intersection.
        
       | breck wrote:
       | Picture a person's brain not as a single being, but as a forest,
       | where the current tree in charge changes, and where trees are of
       | different ages.
       | 
       | Some of these trees are a lot "older" than others. They have more
       | rings to them. Perhaps a 50 year old might have some trees in
       | their brain that you would expect to find only in a person 500
       | years old. For that person, when that tree is in charge, it must
       | feel a lot like they are very ahead of their time. The solution
       | is patience and to go chase a ball or drink a beer and put
       | another tree in charge for a bit.
       | 
       | https://giphy.com/gifs/wHB67Zkr63UP7RWJsj
        
       | ghaff wrote:
       | I remember Balance of Power shipping on a PC with a Windows 2.0?
       | runtime. (Windows wasn't really mainstream until 3.0+.) I also
       | remember it was a pretty unplayable game. Perhaps instructive in
       | the "Do you want to play global thermonuclear was?" sense but not
       | much fun to play. And game designer friends of mine were of a
       | similar opinion.
        
       | PeterisP wrote:
       | The style of modeling that he describes as used in Balance of
       | Power seems the equivalent of the field of system dynamics
       | (https://en.wikipedia.org/wiki/System_dynamics) which is applied
       | in various fields, in some cases also in gaming.
       | 
       | My impression that far from being ignored, such ideas are
       | actually applied - though they do not necessarily involve _his_
       | ideas, as it 's unclear whether they contribute much novel except
       | from that particular application in the game Balance of Power,
       | since the key concepts and methods (e.g. Jay Forrester's work)
       | significantly predate the game and were widely published long
       | before Chris Crawford's writings. Since Crawford seemingly does
       | not "integrate" with that field of research, it also makes sense
       | that people writing simulations like that (which are actually
       | quite common in certain genres of gaming and also non-gaming use-
       | cases) would not rely on his work but on the similar, but more
       | developed practices of others.
        
       | mattlondon wrote:
       | I kinda feel for this guy.
       | 
       | Sometimes I feel like we're under the tyrannical yoke of
       | algorithms.
       | 
       | Not modern algorithms that display ads, but like super-simple
       | ones.
       | 
       | E.g. consider a basic rope pulley or some simple gears. Rig some
       | of those up and suddenly it becomes easier to move a weight. Why?
       | _Because Work = Force x Distance_ and you 're increasing the
       | distance for the same amount of work so force goes down.
       | 
       | .... okay, I understand the maths, but _why_ does turning a small
       | gear more quickly than the big gear make it easier? Forget the
       | equation that models this for a moment - intuitively my brain
       | does not grok why it gets easier to move something by pulling a
       | bit more rope than usual. Most explanations from the teachers at
       | school was something like  "Because physics", but I am still not
       | comfortable understanding intuitively what _precisely_ is going
       | on with the physical forces without just shrugging and and going
       | back to the mathematical model W=F*D ruling our lives without
       | really understanding _why_.
       | 
       | ...so I guess I just have to see the universe in numbers like
       | this guy, and so am also a genius ahead of my time?
        
         | imtringued wrote:
         | >intuitively my brain does not grok why it gets easier to move
         | something by pulling a bit more rope than usual
         | 
         | Warning: This is probably wrong because I am conjuring this
         | from my mind without looking up any resources.
         | 
         | You have rope. The rope can carry 50lb. You want to lift
         | something that weighs 100kg. You cut the rope in half and
         | attach two ropes to the stone and the ceiling. Now you got a
         | 100lb weight attached on two 50lb ropes. The cross section area
         | of the rope is 1 square inch (random number). The rope happens
         | to hold exactly 50lb per square inch. We write this down as 50
         | psi. But wait. Since we added two ropes we have increased the
         | cross section thus we have 100lb hanging on 2 square inches of
         | rope. We are still within 100lb/2i^2 = 50psi. What if we have 4
         | ropes? 100lb/4i^2 = 25psi and so on. The amount of force each
         | rope applies on the stone is shrinking. Since 1 rope = 1 square
         | inch we get 25 pounds of force on each rope.
         | 
         | Now lets go back to pulleys. There is no meaningful difference
         | between statically attaching rope (although one end has to be
         | attached) and letting it hang off a pulley or letting an object
         | hang off a pulley. The end result is that you have effectively
         | attached the rope 3 times to the ceiling and what you are
         | holding is only a faction of the cross section area that is
         | actually holding up the stone. You have to pull more rope
         | because there is 4 times as much rope and the wall is just
         | holding the rope at a fixed point.
        
         | wizzwizz4 wrote:
         | Your muscles work by contracting little strings, which
         | transfers energy. They've got a limit for how much energy per
         | distance-contracted (aka force) they can apply.
         | 
         | Levers and pulleys are simple devices that move one thing a
         | certain distance while another thing moves a different
         | distance, but transfer the energy while doing so. They let you
         | transfer the same amount of energy over a larger distance, so
         | there's less energy-per-distance (force), so your muscles can
         | cope with it. (They have to do more contraction-expansion
         | cycles, but it's easier because there's less energy going into
         | each of them.)
        
       | intrasight wrote:
       | Building up a complex simulation from a simple set of equations
       | made me think of...
       | 
       | Life, the universe, and everything.
       | 
       | So I'll thank this visionary for spawning this interesting
       | discussion thread, which in turn has me contemplating my
       | existence.
        
       | kristiandupont wrote:
       | I don't mean to pile on here, but this text reminded me of The
       | Inertia Variations poems by John Tottemham:
       | 
       | -----
       | 
       | BORN WINNER, SELF-MADE LOSER
       | 
       | There was a time when I thought
       | 
       | I might have done something by now;
       | 
       | But that was long ago, and over the intervening
       | 
       | Decades I have shifted from prodigy to late-bloomer
       | 
       | To non-bloomer; I have passed my peak without having peaked
       | 
       | Or even begun the ascent, and unless there is something
       | inherently
       | 
       | Salutary to the energy I expend in frustrating myself then
       | 
       | My sacrifices have all been in vain.
       | 
       | -----
       | 
       | I recommend listening to Matt Johnsons reading of them:
       | https://open.spotify.com/track/3XrxjjUHhJ5tFVRki44ljA?si=d1f...
        
         | guerrilla wrote:
         | This is how I read it too. It must be an incredibly painful
         | state to be in, whether one is actually a genius or just a
         | narcassist.
        
         | jawilson2 wrote:
         | And then one day you find ten years have got behind you
         | 
         | No one told you when to run, you missed the starting gun
        
       | yesenadam wrote:
       | I looked at a few pages on the site. I kept expecting some
       | reference to Whitehead's process philosophy from the 1920s but it
       | never came.
       | 
       | "Whitehead argued that reality consists of processes rather than
       | material objects, and that processes are best defined by their
       | relations with other processes, thus rejecting the theory that
       | reality is fundamentally constructed by bits of matter that exist
       | independently of one another."
       | 
       | https://en.wikipedia.org/wiki/Alfred_North_Whitehead
       | 
       | https://en.wikipedia.org/wiki/Process_philosophy
        
       | dmux wrote:
       | >Perhaps I missed something, but most of my friends have been on
       | the lookout and I have had a number of games referred to me; none
       | of them came close to Balance of Power in algorithmic
       | sophistication.
       | 
       | Isn't this just the "worse is better" principle? Does it really
       | matter if others weren't as algorithmically sophisticated?
        
       | Pxtl wrote:
       | Complicated invisible simulations that the player interacts with
       | only on the periphery do not make for good gameplay. This has
       | been proven repeatedly. Orion 3 famously killed the MOO franchise
       | trying this approach. A variety of space fighter games promised
       | the player a living simulated universe to play in, forgetting
       | that the key point of the game was not to watch stellar politics
       | that you could only minimally manipulate.
        
         | username90 wrote:
         | People like them in the right situations, like your enemies in
         | strategy games. You don't interact with their populations,
         | civic choices etc, nor have you any insight into how the AI
         | makes these choices, but it is still all there running in the
         | game.
         | 
         | It isn't easy to create a hard rule of when low interaction
         | simulations adds to the game, but it is clearly wrong to say
         | that they are always bad.
        
           | Pxtl wrote:
           | I would point to "Ghandi threatening you with nuclear
           | weapons" as a counterexample. Civ AI players were notoriously
           | mercurial and their behavior is so bewildering that people
           | developed elaborate theories about software bugs that are
           | completely false to explain them (the "Ghandi becomes violent
           | late-game because of integer rollover" myth).
        
             | [deleted]
        
       | draw_down wrote:
       | I guess being a genius isn't all it's cracked up to be.
        
       | mensetmanusman wrote:
       | I work in technology and part of the wisdom of experience is
       | knowing certain ideas are X years too early.
       | 
       | After people over 100 years ago realized materials could compute,
       | some were immediately theorizing about objects we now call
       | 'smartphones'.
       | 
       | It was a learning curve for me to realize it isn't yet worth
       | pursuing some technology efforts because society won't be ready
       | for them for another 10-15 years. (usually readiness is some
       | combination of baseline technologies available, competencies,
       | etc.)
        
       | Keyframe wrote:
       | He Wolfram'd himself, unfortunately.
        
       | eCa wrote:
       | As someone who enjoyed playing Balance of Power on the Amiga
       | (without understanding what I was doing) this was a quite
       | interesting read. I am reminded of the game over-screen: We do
       | not reward failure.
       | 
       | Hopefully his fortunes will improve.
        
       | ficklepickle wrote:
       | He got the Charles Babbage anecdote wrong. There was a need for
       | reliable computers at the time. At that time, computers were
       | people.
       | 
       | Creating navigational charts was the application. Human error
       | propagated and it was a big problem at the time. That is how he
       | got funding.
       | 
       | I also take exception to the claim it was never built, as that is
       | not entirely true either.
       | 
       | For anyone interested, I recommend the 1990 book by Doron Swade.
       | It is excellent. I stumbled across the difference engine at the
       | science museum in London while I was reading that book! I didn't
       | realize the author was from there until after the fact. What a
       | lovely coincidence. Such a fascinating device, the difference
       | engine will always have a special place in my mind.
        
       | alecco wrote:
       | Made me think of David Bowie's "Thursday's Child"
       | 
       | https://vimeo.com/240799507
        
       | freeone3000 wrote:
       | I highly doubt that anyone has not made a game whose systems
       | complexity surpassed the algorithmic hurdle of multiplying three
       | numbers, or two numbers and a constant. I have not previously
       | heard of this person or of their work.
       | 
       | Were it not for HN, I likely wouldn't ever have -- he made two
       | 4/5 games, and sold a quarter of a million copies! This is
       | absolutely a modest success, but this was thirty years ago. He
       | doesn't seem to have published anything since: wikipedia says he
       | started working on Interactive Fiction in 1991, but stopped in
       | 2018 (having released nothing) since "humanity will take
       | centuries to catch up". It seems as if his ego has outstripped
       | his accomplishments.
        
         | jbullock35 wrote:
         | > I have not previously heard of this person or of their work.
         | 
         | In the late 1980s, he was a significant figure in computer
         | gaming. I knew about him because of Balance of Power.
        
           | martin_a wrote:
           | > In the late 1980s, he was a significant figure in computer
           | gaming.
           | 
           | We all have our time and place. Seems like his time is long
           | gone and he struggles to acknowledge it.
        
         | calahad wrote:
         | I'd just throw in for context that BoP absolutely had more
         | significance at the time than its sales numbers would show.
        
         | karmakaze wrote:
         | Don't conflate the simplicity of a formula with its
         | significance.
        
       | forgotmypw17 wrote:
       | I've heard from several spiritual teachers that whenever one
       | feels ready to criticize another, it's a good idea to make a
       | mental list of all their shortcomings and then turn the gaze
       | inwards and look for those shortcomings in yourself. I think this
       | idea is equally applicable to the article and comments.
        
       | nemo44x wrote:
       | I feel like Crawford either entirely missed the games Japan
       | released from the late 1980's - early 2K (Square, Kojimi, etc) or
       | he's confused in that he doesn't want to make games (and thus
       | barking up the wrong tree all these years) but rather a new
       | medium that he hasn't been able to articulate to the world or
       | even himself.
        
       | sombremesa wrote:
       | This read to me like it belongs on reddit's /r/iamverysmart.
       | Looks like other content from this author [0] is also not well
       | received on HN.
       | 
       | [0]: https://news.ycombinator.com/item?id=1868558 (too bad the
       | actual site is down)
        
         | [deleted]
        
         | will_pseudonym wrote:
         | the site is archived:
         | https://web.archive.org/web/20101105111623/http://www.erasma...
        
           | sombremesa wrote:
           | Thank you. It's kind of sad to read this, though in a way
           | that's probably unintended by the author.
        
         | timvdalen wrote:
         | Looks like the page moved, this is the new URL:
         | http://www.erasmatazz.com/personal/self/sixty.html
        
           | jgeerts wrote:
           | That was hard to read, it doesn't feel like someone who is
           | mentally stable, clinging on to an idea he once had.
           | Sometimes you have to listen to the world, adjust your ideas
           | and move on, maybe he should have listened more to the world
           | instead of expecting the world to listen to him.
        
             | zekrioca wrote:
             | I understand what you meant, and it makes sense to majority
             | of people. However, I'd argue that the ones who actually
             | change the world are those who do not listen or adapt to
             | the world. This is true because in the end most of us adapt
             | to whatever is given or presented to us by the world.
        
         | sigmaprimus wrote:
         | I found the read all over the place with a good helping of ego.
         | 
         | Honestly my main thought reading this was "no wonder their
         | books didn't create the result expected" There is no order to
         | the article, it starts out good, then morphs into the matrix,
         | then a history lesson on phylosophy"
         | 
         | If true, the things they have achieved are "AWESOME" and
         | "FANTASTIC" but the rant came off kind of "AWE-TASTIC"
         | 
         | I wonder if there may be some value in them hiring someone else
         | to "Recompile" the books they wrote to make them more
         | palatable. Of course I have not read the books, they may be
         | page turners. I just wanted to offer something constructive
         | instead of just putting them down.
        
         | covfiefy wrote:
         | I find the author's direct expression of his egotism
         | refreshing, and I don't need to worry about his hidden motives
         | as much.
        
           | santoshalper wrote:
           | Well, I suppose that's something, but it feels like faint
           | praise to me.
        
           | thewarrior wrote:
           | You just explained the appeal of Trump in one line.
        
         | macawfish wrote:
         | Thanks for sharing that subreddit, I'd never heard of it
         | before. It reminds me of reading hackernews :D
        
       | bastijn wrote:
       | There is a lot of "I" in this story. The examples given do not
       | come over as overly genius, but rather trivial. The whole story
       | comes over as written from the perspective the world revolves
       | around the author rather than the author participating in the
       | world. It seems it is the author misunderstanding the complexity
       | of the world rather than the other way around.
        
         | aphroz wrote:
         | It feels like he spent too much time working on his own work
         | rather than looking at what other people were doing and ended
         | up disappointed that people didn't follow the same way as he
         | did.
        
           | jsnell wrote:
           | Yes, pretty much so, and it is not a recent development.
           | 
           | I don't think I'd seen an article from Erasmatazz for like
           | 20-25 years. At that time, Crawford was making a lot of
           | grandiose statements about "Erasmatron", his interactive
           | storytelling system that would be the first actual expression
           | of art on computers. And when it was released, it turned out
           | to be just laughably crude and mechanistic compared to what
           | the interactive fiction community (all of them hobbyists at
           | the time) was producing at the time. He clearly had no idea
           | of what the state of the art was in that domain, nor any
           | interest in understanding it.
        
             | Deestan wrote:
             | As someone who followed his work closely, I think that is
             | an over-exaggeration.
             | 
             | With his Erasmatron, he did make many working prototypes,
             | and recruited a very talented IF-author to try and build
             | storyworlds with him in that tool and guide its development
             | through that process.
             | 
             | The Erasmatron is still a very interesting idea that hasn't
             | been successfully applied yet. Whether it's due to a deep
             | weakness in the idea, or that the right execution hasn't
             | been found yet, I don't know.
        
               | morelisp wrote:
               | What do you feel is the core idea of the Erasmatron that
               | is not already well-captured by modern IF, (digital or
               | analog) consims, or (digital or analog) roleplaying
               | games?
               | 
               | If the answer is "each of those does some subset of
               | things well but the Erasmatron would do _everything_ well
               | " (and this is the position I implicitly ascribe to
               | Crawford after trying to make sense of his last 15 years
               | of writing / commentary), do you really think that kind
               | of scope is a desirable artistic goal, let alone
               | feasible?
        
             | tweetle_beetle wrote:
             | > He clearly had no idea of what the state of the art was
             | in that domain, nor any interest in understanding it.
             | 
             | I think this is the most frustrating thing about these type
             | of characters. They are usually very clever people, but by
             | refusing to engage with people they look down on, they find
             | themselves further and further entrenched in a narrow view
             | - the ideas become stale without partnerships. Then comes
             | the frustration and bitterness that no one is recognising
             | their mastery while the world moves on. They are left
             | isolated on an idea island and can only talk in terms of
             | what they achieved decades ago. I suppose the idea of
             | representing yourself online as one of the greatest
             | scholars of the Renaissance unironically(?) says it all.
             | 
             | I once read an essay about Wolfram that came across a bit
             | like this, the difference being that he managed to create a
             | following against the odds and a earn a living from it.
        
           | Pxtl wrote:
           | That is impressively ironic.
        
         | dgellow wrote:
         | > There is a lot of "I" in this story.
         | 
         | It's a personal blog. That's what personal website are. People
         | reflecting about their own life and thoughts.
        
         | Cthulhu_ wrote:
         | It sounds like he was one of the first to make simulation like
         | games, felt like Neo and like it was full of stars at the same
         | time, and never was able to go beyond that. Hasn't looked
         | around, hasn't become humbled by the work of others.
        
         | sudosysgen wrote:
         | I agree. I went through a phase in my childhood where I tried
         | thinking in a similar way for a month or so, and I gave up
         | because it just wasn't an effective way to try to understand
         | things. I suspect many people tried to do so also. It's very
         | human to try to find mechanical, senseful representations of
         | the world, but the world doesn't want this.
        
       | mathgladiator wrote:
       | I read this and the comments, and I can't help but feel... a loss
       | for everyone.
       | 
       | I was a graduate student, and I met some fairly miserable
       | professors toiling away. It's hard having ideas and then lacking
       | the social skills to bring them forth. The social skills help
       | with relevance, but also relating the internal ideas with
       | external ideas and building real momentum.
       | 
       | There is a lesson here for anyone young.
       | 
       | The mistake here is to assume genius internally. Rather, it is
       | better almost categorically to assume you are an idiot and then
       | talk with others without the ego. "Hey, here is an idea" and many
       | times others will not get it, and that's ok because communication
       | is exceptionally hard.
       | 
       | However, if you want people to call you genius, then all you have
       | to do is be around people and then help them with their ideas.
       | "Have you tried X?" in an applicable way, and people will respond
       | because you bridged the gap between their problems and your deep
       | understanding.
       | 
       | As an example, I have a lot of dumb projects that excite me. One
       | of them, which I refer to a large number of times, is my dumb
       | programming language for board games ( http://www.adama-lang.org/
       | ). When people don't get it, is it their failing or mine? The
       | truth is that it is a mix of both, but it is mostly mine because
       | I have the burden to communicate effectively.
        
         | hzhou321 wrote:
         | > However, if you want people to call you genius, then all you
         | have to do is be around people and then help them with their
         | ideas.
         | 
         | Ego may be in the way, but this is a rather missed take.
         | Obviously the author was focusing on his idea, rather than
         | getting people calling him genius.
        
         | LightMachine wrote:
         | Just replied to let you know that you have an amazing take on
         | the matter.
        
         | unishark wrote:
         | > It's hard having ideas and then lacking the social skills to
         | bring them forth.
         | 
         | This article kind of reminds me of a professor I knew, but I'd
         | describe him as the opposite: big on vision, self-promotion,
         | and the whole social game, while not having the ability to back
         | it up with good ideas or implementation. And for both the
         | author and the professor I know, I'd say the social side is the
         | source of their success, rather than its limit. Not everyone
         | can take simple ideas that are semi-common sense to people
         | skilled in the area, and build career success from them as an
         | independent researcher.
         | 
         | I always suspected the professor was bipolar, because in
         | addition to the brimming energy and excitement about taking
         | over the world with his vision, there were down days too where
         | he got angry at the world for not believing in him etc.
        
           | [deleted]
        
           | kungito wrote:
           | I often feel like people formulate the problem wrong. It's
           | not that "your idea was great but only 5% of good ideas work
           | out" but I believe it's more "your idea was almost great but
           | only 5% of ideas are actually great". I feel like it's less
           | about needing luck for a great idea to work out and more
           | about needing more luck to have a better idea. Often times
           | these almost-geniouses are technically talented or creative
           | but lack empathy or social intelligence to see the whole
           | picture. You or your team need to be the whole package to be
           | able to see a problem from all possible angles.
        
         | mightybyte wrote:
         | Well said. The book Extreme Ownership has a slightly different
         | take of what I think is basically the same idea. It opened my
         | eyes to a new way of thinking about people above you in the
         | organizational hierarchy and advocated taking ownership _up_
         | the chain as well as down. Instead of asking yourself  "why
         | isn't my boss listening to me?", you should ask yourself how
         | you are failing to communicate to your boss. Obviously things
         | aren't entirely your fault all the time, but changing your
         | ownership mentality is a tremendously empowering idea--
         | especially when it goes in the opposite direction of
         | traditionally perceived power vectors.
        
           | matwood wrote:
           | EO is great and has really changed how I interact with
           | people.
           | 
           | > Obviously things aren't entirely your fault all the time
           | 
           | I prefer using the word 'control' over fault, because fault
           | has so many negative connotations. Things are not entirely in
           | your control all the time, but many times they are. How a
           | person responds to situation is always in their control. The
           | classic one which you refer to is blaming others when a
           | failure occurs - communication or otherwise. And yes, it is
           | completely empowering and changes how one acts as a leader or
           | team member.
        
             | edmundsauto wrote:
             | Please be careful about the downsides of EO, which can be
             | seen in the author's complicated legacy within the SEALS.
             | The culture this produced when taken too far can be seen in
             | the Ed Gallagher problem[0]. When things are decentralized,
             | you have to make sure you can trust your people. When you
             | can't, you end up with Gallagher, or LAPD Rampart scandal.
             | 
             | [0] https://www.nytimes.com/2019/12/27/us/navy-seals-
             | edward-gall...
        
               | matwood wrote:
               | If you can't trust your people, then you have a big
               | problem no matter what management style you use. I would
               | argue EO has nothing to to do with it. In fact, if EO had
               | been followed in this case, the subordinate operators
               | would have put a stop to a crazy officer. What's
               | described in that article is the opposite of subordinates
               | being empowered.
               | 
               | Also, AFAIK, Jocko have never addressed the issue you
               | linked. It might be because he simply doesn't know enough
               | to comment. He left the military in 2010 and this
               | incident happened in 2017. Do you have anything to attach
               | him or EO directly to it?
        
             | mightybyte wrote:
             | > I prefer using the word 'control' over fault, because
             | fault has so many negative connotations.
             | 
             | Excellent point. I completely agree. I'll have to keep that
             | in mind in the future.
        
           | solipsism wrote:
           | Never read the book, but this is the well-published
           | psychological factor known as _locus of control_.
           | https://en.wikipedia.org/wiki/Locus_of_control
           | 
           | You should probably try to give credit for the idea where
           | credit is due.
           | 
           | By the way, this is an important part of the growth of junior
           | engineers into senior engineers. I've noticed junior
           | engineers tend to identify obstacles as blockers. When asked
           | about progress or estimates, they just talk about the
           | blockers. Completely out of their control. Senior engineers
           | find workarounds, solutions, alternatives.
        
             | imwillofficial wrote:
             | They are giving credit where credit is due, to the person
             | who made that concept real to them. It is literally
             | impossible to find the original source of every good idea a
             | person has implemented, much less heard. You should
             | probably stop telling people what to do and appreciate
             | alternate routes to arrive at good ideas.
             | 
             | Love your comment on junior vs. senior engineers. Very
             | insightful!
        
         | iamcurious wrote:
         | >However, if you want people to call you genius, then all you
         | have to do is be around people and then help them with their
         | ideas.
         | 
         | Sounds about right, genius is about serving. It's a weird
         | status to have.
        
         | Scaevolus wrote:
         | I am also interested in languages to model board games, and I
         | think your biggest mistake might be in relying too heavily on
         | imperative programming models for a domain that doesn't require
         | them.
         | 
         | Have you tried converting games to your language, or read other
         | literature on codifying game rules? It's much more popular to
         | use declarative or logic based designs to state how a game can
         | evolve. General Game Playing competitions, where the goal is to
         | write AIs that can compete at _any_ game, use a Datalog variant
         | to declare their rules. Extensions of this enable modeling
         | complex games like Dominion (https://ojs.aaai.org/index.php/AII
         | DE/article/view/12669/1251...).
         | 
         | Pattern matching is another promising way to model and rapidly
         | prototype games, with the most approachable version probably
         | being PuzzleScript.
        
           | mathgladiator wrote:
           | I look at the imperative programming model as the escape
           | hatch, and I'm focusing first on data. My next step is to
           | build UIs and look into AI.
           | 
           | For instance, I've build the entire back-end for Battlestar
           | Galactica (
           | https://boardgamegeek.com/boardgame/37111/battlestar-
           | galacti... ). I can't release a product around this as the IP
           | is not mine, but it is a good foil. I play a bunch of games,
           | and it's hard to boil down every game into a concrete set of
           | rules.
           | 
           | So, my strategy relies first on getting (1) data
           | synchronization, (2) privacy, (3) multi-user transaction flow
           | , and (4) durability of state on solid ground. Once the
           | foundation is good, and the foundation can grow into other
           | domains (like converting Excel worksheets into web apps) then
           | I can ask what models, idioms, and ideas do I want to layer
           | on top of it.
           | 
           | The hard part, it turns out, after the back-end works is
           | getting a usable UI. This is my current focus, and I hope to
           | have results sometime this year with my silly approach.
        
         | yoz-y wrote:
         | Problem is that the author starts with a false premise. There
         | are as many games having complex geopolitical models underneath
         | as the market can support. Turns out the author either does not
         | know them, or they don't explicitly mention his prior work.
         | Games aren't scientific papers though, so they don't need
         | citations.
         | 
         | But maybe some of the developers of complex strategy games
         | mentioned him during GDC or other conferences?
         | 
         | Maybe one of the calculations that should be added to the model
         | is that owners of computers in the 80's were a very different
         | bunch from the people having computers today.
        
           | guerrilla wrote:
           | > Games aren't scientific papers though, so they don't need
           | citations.
           | 
           | I just imagined an alternate reality: What if they did? What
           | if all software did? That'd be kind of interesting if
           | development was more explictely collaborative in that way. I
           | guess open source works like that to a degree but still not
           | everything is documented. We've lost a lot of history in our
           | piles of code. Maybe some day obsessive histotians will be
           | digging through chat logs found on hard drives dug out of
           | landfills. Imagine how incomplete that story would be.
        
             | mcv wrote:
             | The main thing I fear is that it would spark parent or
             | other IP lawsuits. Admitting you based your successful game
             | on someone else's ideas may make the other person's lawyers
             | think they deserve a share of your profit.
             | 
             | I think a lot of IP law is hostile to that sort of free
             | flow of ideas.
        
           | Spooky23 wrote:
           | > Maybe one of the calculations that should be added to the
           | model is that owners of computers in the 80's were a very
           | different bunch from the people having computers today.
           | 
           | This is probably the answer! I was a little kid then, but my
           | uncle played them and I remember that game and some others
           | like it... they were all offshoots of war game board games.
           | 
           | People have moved on since, or maybe better put the market
           | has grown and the number of people interested in nerdy
           | strategy games has not.
        
             | morelisp wrote:
             | Wargames are more popular than ever, and cover a wider
             | variety of topics than before, but (from the perspective of
             | the 80s, surprisingly) the focus has largely moved back to
             | analog games.
             | 
             | The budget to make an analog game is considerably less,
             | especially at "wargame quality". Selling 1k units at $30-70
             | of a unique system on a marginal topic is sustainable in a
             | way that a digital version is not (and may never be; print-
             | on-demand quality is improving, but the cost of cross-
             | platform development and supporting digital distribution is
             | rising). And the most interesting adversary in asymmetric,
             | multiplayer, non-zero-sum situations often remains another
             | human even given unlimited programmer and compute time.
             | 
             | Also, the field of wargame design is professionalizing, and
             | the major clients with the "big" budgets (governments and
             | NGOs) generally want dynamic, transparent, refereed games.
             | Sometimes those have some digital support for the referee,
             | but only for time or communication efficiency, not to
             | increase the mathematical sophistication of the simulation.
             | Think Excel spreadsheets, not SVMs.
        
           | BoiledCabbage wrote:
           | It's incredible how many people keep missing the man's point.
           | Almost making it for him. His point is the gaming industry is
           | still completely filled with mindless NPCs and simple boolean
           | interactions. He calls out God of War in another article as
           | an extreme disappointment.
           | 
           | The fact that everyone here is saying his ideas have
           | continued, but keep naming the same two or three games made
           | by only a couple gaming companies, in a niche genre proves
           | how right he is. If you want any form of deep interactivity
           | play a deep strategy game, anything else besides that in game
           | design is still about as interactive as pacman.
           | 
           | His point is that after 35 years and literal orders of
           | magnitude improvement in processing power, the average game
           | is still modeled using incredibly simplistic logic and makes
           | for empty interactions. And take a look at most any top
           | selling game and it's true.
           | 
           | Your average squirrel in the park has more interesting
           | behavior or interaction than most game characters. It's
           | essentially just been "better graphics, bigger explosions"
           | for three decades now. None of that precludes dynamic
           | interactions.
           | 
           | He's essentially arguing for Probabilistic Programming
           | without using the term. And saying it should be at the heart
           | of all games, no just deep strategy games. Actually a step
           | further he says it should be at the heart of any interactive
           | software
           | 
           | The second link below gives a pretty good overview of his
           | thoughts on interactivity and how to model human and system
           | behavior. Lesson 7 (how to express ideas mathily) while
           | simple, was mildly interesting. Some of the others are
           | better, but are harder to read standalone, build on prior
           | items.
           | 
           | Essentially it's a summarized course of how to model the
           | essentials of human behavior in a system. Not ground
           | breaking, but at the same time, way more advanced than
           | anything you see in the vast majority of games.
           | 
           | If I were writing a simple game, I'd skim link 2 for ideas I
           | could steal and easily apply to up he interest factor. You
           | definitely could build some interesting mechanics with these
           | ideas.
           | 
           | [1] http://www.erasmatazz.com/library/game-design/crawfords-
           | laws...
           | 
           | [2] http://www.erasmatazz.com/library/course-
           | description-2018/in...
           | 
           | [3] http://www.erasmatazz.com/library/course-
           | description-2018/ho...
        
             | yoz-y wrote:
             | > He's essentially arguing for Probabilistic Programming
             | without using the term. And saying it should be at the
             | heart of all games, no just deep strategy games. Actually a
             | step further he says it should be at the heart of any
             | interactive software
             | 
             | I haven't grasped this at all from the article but let's
             | assume that's what he said.
             | 
             | In that case I think he's 100% wrong. Many games are fun
             | precisely because they are clear cut and straightforward
             | with no probabilities or randomness. Best competitive games
             | avoid random components altogether.
        
             | solipsism wrote:
             | You'd think after so many decades he'd have made some
             | progress on the problem himself.
        
             | morelisp wrote:
             | He doesn't just reject the mainstream AAA titles like God
             | of War though, but everything from heavy-physics-model IF
             | like Hadean Lands to heavy-character-model IF like Blue
             | Lacuna to consims like Europa Universalis to emotionally-
             | driven immersive sims like Gone Home to... well, anything
             | that isn't a verb selector triggering algorithmic character
             | reactions.
             | 
             | I can't remember where I read it, but a critique of his
             | work from... 5? years ago, was essentially "the dragon is
             | already dead, but Crawford can't accept it because _his
             | sword didn 't slay it._" Generously, at some point he lost
             | sight of the goal in favor of the tool. Less generously, he
             | saw the holodeck, wanted _specifically that_ , and came up
             | with the tripartite dragon as the dog to wag.
        
             | [deleted]
        
             | blueblob wrote:
             | Boolean interactions are piecewise functions as well. He
             | seems to be arguing to use functions for modeling and
             | considering the whole process or interactions between the
             | functions but has not described an actual approach to doing
             | so in this article. How is picking a set of booleans really
             | all that functionally different from from drawing a surface
             | over the intersection of all of his functions and just
             | treating them as booleans on each surface of that
             | hypercube?
             | 
             | I don't find it particularly groundbreaking to use a set of
             | ad-hoc functions as interactions. He seems so focused on
             | the idea of functions and complexity that he's missing much
             | of the point of why people play games and solely focused on
             | strategy games. In my opinion, a lot of the best games are
             | the simplest games because I play them to take my mind off
             | of other things. It's not about having a lot of complexity,
             | it's about having interesting complexity.
             | 
             | This was written with such self-aggrandizement that it is
             | not super enjoyable to read. It is easy to see why the
             | ideas of someone who projects themselves as a genius is
             | having trouble relating to people who may not believe him
             | to be one. The usefulness of ideas seems to have some
             | respect to how well they fit into the way other people want
             | to use them. He's not focusing on how other people would
             | use them but rather on how he wants them to be used. He
             | seems to have missed the transition from systems-oriented
             | design to human-oriented design.
        
           | MereInterest wrote:
           | > There are as many games having complex geopolitical models
           | underneath as the market can support.
           | 
           | Is this an appeal to the efficient market hypothesis, or do
           | you have some actual evidence to support this statement?
        
             | sudosysgen wrote:
             | There are many, such as a lot of Paradox games, Aurora 4X,
             | and so on. Few are based on the present state of the world,
             | though. That doesn't make it any less an issue of
             | geopolitics.
        
               | MereInterest wrote:
               | It is true that there are several such games. The
               | statement I was replying to goes above and beyond that to
               | say that there are _as many_ as the market can bear. The
               | efficient market hypothesis is something of a pet peeve
               | of mine, and so I try to call it out when it is
               | erroneously used as support for, well, anything.
        
               | sudosysgen wrote:
               | Ah, I agree with you, I didn't understand your objection,
               | my bad. Did you read the paper that showed that the
               | strong version of the EMH implies P=NP?
        
               | MereInterest wrote:
               | Haha, that's brilliant! I didn't see the article, do you
               | have a link? I can visualize the core argument, that at a
               | fundamental level the EMH is saying that optimization
               | problems under constraints are a solved problem, and I'm
               | curious what other details/formalism go into it.
        
               | sudosysgen wrote:
               | Here is the article : https://arxiv.org/pdf/1002.2284.pdf
               | 
               | I misremembered, it's not just the strong form that is
               | refuted, but the weak form as well!
        
               | yoz-y wrote:
               | I'm no economist, and I didn't want to imply efficient
               | market. More of a guesswork: there are a lot of those
               | games out, some successful, some failed. They usually
               | require quite some involvement to play at good level so I
               | suppose people don't really jump to a new game
               | immediately. They take a ton of time to develop and if
               | they were more popular, I'm quite sure there would be
               | more of them. Contrast this with for example the RTS
               | genre, which is practically extinct.
        
               | mywittyname wrote:
               | > The statement I was replying to goes above and beyond
               | that to say that there are as many as the market can
               | bear.
               | 
               | There are a lot of these games. And the techniques behind
               | designing a "good" geo-political strategy game are very
               | well understood by now. It's also a market that is cheap
               | to develop for, because these games don't typically rely
               | on expensive, cutting-edge art assets.
               | 
               | It's reasonable to assume that the market for these games
               | is saturated, as mature, well understood, low capital
               | investment markets tend to be.
        
               | smolder wrote:
               | I disagree with your assertion that it's well understood
               | how to make a good geopolitical strategy game. Most of
               | them struggle with scaling issues; they turn into
               | micromanagement grinds once the scale of simulation gets
               | large enough.
               | 
               | There's a lot left to be discovered in terms of what
               | control schemes and other features result in a fun
               | experience. I have ideas on how to make a better 4x game
               | but I would rather make a PoC than give them away for
               | free. :)
        
               | mywittyname wrote:
               | Fair enough, but I think we can agree that the techniques
               | behind building a geopolitical strategy game that sells
               | well is understood. The past three Civilization games
               | have surpassed 5 million units each.
               | 
               | Paradox games has several games in the million+ club, and
               | their games are insanely complicated niche games which
               | take longer to _learn_ than most AAA titles take to
               | complete.
               | 
               | On the other end of the spectrum is Off World Trading
               | Company. That game is the essence of great strategy
               | distilled down into little more than the fundamentals.
        
             | [deleted]
        
           | Enginerrrd wrote:
           | Yeah that's my take. He gives examples of his "genius"
           | preceded by a cringey analogy to Neo seeing the matrix as
           | code and then gives an example formula that's very trivial
           | and the exposition is extremely shallow which suggests
           | frankly that the author's thinking is also rather shallow.
           | There's no hint of analysis, understanding, or useful
           | insights to the real complexities that arise when trying to
           | glue a bunch of disparate models together into a complex
           | interacting system. Instead he gives us just a trivial
           | application of very basic mathematics to design of a game.
           | Guess what, I'd have done the exact same thing if I had been
           | assigned to design a game and I'd venture to guess that half
           | the people on this site would take a similar approach.
           | 
           | The idea itself is hardly as exceptional as the author wants
           | it to be.
           | 
           | This whole thing to me sounds a bit like a textbook case of
           | the author having spent his life as the smartest person in
           | the room, but only because he's been in the wrong room his
           | whole life. To use an analogy: I suspect he's not Mozart...
           | He's a very decent musician or composer that's spent his life
           | in a community college orchestra and never ventured out into
           | the world to interact with people that can eat him for lunch.
        
             | mywittyname wrote:
             | Yeah, the whole article comes off as written for the
             | author's ego first, and everyone else last. He presents
             | these rudimentary equations while lamenting that he's just
             | ahead of his time. I'm sorry, but 3 * A/B is not some mind-
             | blowing model of geopolitical forces at play.
             | 
             | SimCity came out around this time and was inspired by the
             | book Urban Dynamics, which contains complicated models
             | based on systems of differential equations which feed into
             | one-another. Considering that, the work referenced seems
             | elementary, to the point of not even needing to be
             | explained.
             | 
             | As it turns out, those complicated systems are the
             | foundation of fun for an entire class of games. Most
             | strategy games, from SimCity, Civilization, Factorio, or
             | Off World Trading Company consist largely of balancing
             | growth across various interlocking systems.
        
         | 6510 wrote:
         | Communication takes effort from both sides. Every rule or tip
         | should really be considered in 2 fold. Like so: Of course, if
         | the goal is to explain an idea, you shouldn't present yourself
         | as the genius you so clearly are in your own opinion. At the
         | same time you should never dismiss an idea for its lack of
         | proper presentation. The later is a much more frequent mistake.
         | One should judge an idea for what it is. One should actively
         | suppress ones intention to praise an idea for who presented it
         | or how it was presented. If you do something like: This persons
         | expertise is worth 1000 points therefore his ideas are worth
         | 1000 points it begs to question how the person got to 1000
         | points as you've eliminated the mechanism that should have
         | rated him. IOW if someone came up with a fantastic idea it
         | means you should examine his other ideas but do so as
         | objectively as you would the village idiots.
        
         | epicide wrote:
         | Well said! Communication is a two-way street. Effective
         | communication is the hardest problem I'm aware of and there is
         | no universal solution.
         | 
         | Alan Alda's book _If I Understood You, Would I Have This Look
         | on My Face?_ does a great job of outlining exactly this problem
         | that a lot of scientists seem to have with communication. He
         | also personally narrates the Audible version, if that's your
         | thing.
         | 
         | > However, if you want people to call you genius, then all you
         | have to do is be around people and then help them with their
         | ideas.
         | 
         | I believe that if your goal is to be called genius, you're
         | already damning yourself.
         | 
         | From Faust:                 Take children's, monkeys' gaze
         | admiring,       If such your taste, and be content;       But
         | ne'er from heart to heart you'll speak inspiring,       Save
         | your own heart is eloquent!
        
         | breck wrote:
         | > When people don't get it, is it their failing or mine?
         | 
         | I've made dozens of languages and studied thousands more.
         | 
         | One easy tip: show ~10 lines of code near the top of the page,
         | above the fold.
         | 
         | Without that, you'll probably never get a critical mass of
         | discerning critics to care, because they're too busy.
         | 
         | I'm very interested in your lang, both because I like langs and
         | like creating board games, but gave up b/c I couldnt find code.
        
           | svachalek wrote:
           | For programming languages I can't upvote this enough! History
           | and motivation and features and all that are interesting if I
           | decide to learn about the language, but to decide _whether_ I
           | want to learn about it, it 's really all about seeing a code
           | sample that inspires me.
        
           | dmuth wrote:
           | Yes, I completely agree. I've seen so many cool ideas out
           | there that are largely a failure of "marketing", which is
           | basically the fist few lines of the README.md.
           | 
           | I always encourage junior devs to include some lines of code
           | to do a "hello world", or a screenshot if it's something
           | graphical, or both, _as early as possible_ in the README, so
           | as to show the casual reader what their project is all about.
        
           | mathgladiator wrote:
           | Will do, I have a large task on my hand, and I appreciate the
           | feedback. I'll definitely do that both on the github and main
           | site.
        
         | SunlightEdge wrote:
         | I had a quick look around and I liked your website on Adama.
         | 
         | I'm just getting my teeth into web programming but your
         | interest fits in with what I'm looking at (its very early days
         | so can't say more).
         | 
         | Thanks for sharing
        
       | [deleted]
        
       | ssijak wrote:
       | For somebody who calls himself a genius it is somehow funny to
       | release a blog/website in 2014 and to till day have it so
       | embarrassingly not responsive. I mean it could be not relevant at
       | all but it is kind of funny.
        
       | dgellow wrote:
       | > In 1986, Microsoft Press invited me to write a book explaining
       | how it worked, and again I agreed that this would be a good idea.
       | We didn't publish source code, because it was too specific to the
       | Macintosh, written in Pascal, using 16-bit integer arithmetic.
       | Instead, I explained the geopolitical considerations behind the
       | game in a series of chapters that broke it down by topic, and
       | then provided the equations and algorithms, explaining in great
       | detail exactly what each term meant. It was a manual on how to
       | build a geopolitical game.
       | 
       | Does one of you know the title of the book? That sounds
       | fascinating.
       | 
       | Edit: nevermind, I found it here:
       | http://www.erasmatazz.com/library/my-books/balance-of-power-...
        
       | jpfr wrote:
       | The situation the author describes is one of the reasons why we
       | cannot (yet) get rid of Elsevier and the other scientific
       | publishers. They are no longer needed for the dissemination of
       | new research. But they are the keeper of the archive.
       | 
       | We don't know which works are going to be important for future
       | generations. And just putting out a ,,PDF on the net" will be
       | gone in 20 years if there is no publishing house maintaining the
       | original copy.
       | 
       | Arxiv could also take on that role. But not for the last 300
       | years of existing research in the publishers archives.
        
         | sillysaurusx wrote:
         | _Arxiv could also take on that role._
         | 
         | Didn't they?
        
       | tobr wrote:
       | If anyone wants to learn more about Chris Crawford, the
       | Zachtronics podcast[1] had a rather good interview[2] with him
       | less than a year ago.
       | 
       | 1: https://www.zachtronics.com/podcast/
       | 
       | 2: https://www.zachtronics.com/podcast-files/Zachtronics-
       | Podcas...
        
       | alexashka wrote:
       | I wonder about people who try at something for so long. I wonder
       | if they haven't succeeded elsewhere in life, to learn the lesson
       | that it's the journey, not the destination.
       | 
       | I've given up anyone 'getting' me or appreciating what I do a
       | while back, after I realized I don't really care to fully
       | understand others, nor do I have the capacity it seems, and it
       | doesn't matter! I don't even understand myself, and it's fine.
       | 
       | The author strikes me as having a genuine childish emotion of not
       | getting that toy he/she wanted. It's genuine, it's real, but my
       | goodness, when are you going to grow up :)
        
       | calahad wrote:
       | I feel for this guy, I get that the post comes off as
       | narcissistic and myopic but it seems that he genuinely put a lot
       | of effort into something with good intentions and came away
       | disappointed. Something just leaves me profoundly sad after
       | reading it, and I'm actually going to seek out a copy of the
       | 'balance of power' book.
        
       | sholladay wrote:
       | I relate to many of these points as inner thoughts, however it's
       | important to play Devil's advocate and remember that the stars
       | really have to align for your ideas or work to spread and gain
       | recognition. It's not enough to make something great, you also
       | have to communicate about it effectively and other people have to
       | be personally interested in it, too, which is beyond your
       | control. Your best ideas might be useful to you but seen as
       | boring to others. And you shouldn't assume that the reason is
       | that you are ahead of your time. The explanation is probably much
       | simpler. I sometimes think to myself, "I've released a lot of
       | open source code that's really simple and useful and better than
       | any of the alternatives I could find. Why doesn't it get more
       | traction?" In some cases, it very well might if I could get
       | people to just look at the source code, but I struggle to write a
       | compelling README that convinces people to even bother doing so.
       | You have to accept that you might be strong at one part of the
       | process but weak in another. Sure you could be a genius that
       | excels at everything and are so far ahead that no one understands
       | you. But no, you've probably dropped the ball somewhere. Take a
       | step back, examine people's perceptions of your work, and work
       | backwards to fix the roadblocks of success. Love it or hate it,
       | marketing plays a big role here. Even something as simple as
       | having a good logo can double the number of people that pay
       | attention. And don't try to convince people that your algorithms
       | are amazing. Convince them that those algorithms solve their
       | problems.
        
         | marcus_holmes wrote:
         | He compares himself to the nearly-forgotten "hero" scientists.
         | But he really belongs to the ranks of the unknown multitude of
         | almost-successful "forgotten" - the people who spent their
         | lives pursuing their ideas but those ideas were never received
         | well, or popularised.
         | 
         | I keep seeing startups almost succeed. They got everything
         | "right", there's nothing they did wrong, but for some reason it
         | didn't take off. While others don't even get the basics right
         | and yet it soars. There doesn't seem to be any reason for it.
         | Or at least none that I can see.
         | 
         | We don't know why something "goes viral". We can't predict
         | that, can't control it. Just try to make the most of it if it
         | happens to us.
         | 
         | There's a vast pool of people all trying to do things, in every
         | discipline. For reasons we (and they) don't understand, some of
         | them "succeed" and are popularised. We hear about them. The
         | rest are mostly ignored. We don't hear about them. There's
         | nothing we can particularly identify as making an individual
         | succeed or not. Like everything in life, the process doesn't
         | care about individuals. It's the genetic approach - spread the
         | population over a large area and let the successful ones
         | survive to the next generation. The rest of them die bitterly
         | regretting their failure in blog posts.
        
       | reducesuffering wrote:
       | Here lie dragons of most of our ambitious plans once we turn 70.
        
       | macspoofing wrote:
       | He did blow it. He missed the last 30 years of evolution in game
       | design. Every single game released, in one way or another, uses
       | this idea of approximating complex human systems with simpler
       | mathematical formulae and algorithms. Closer to home to his two
       | hits ('Eastern Front', 'Balance of Power'), very sophisticated
       | simulation war games have been releasing for years now that put
       | his games to shame. With very little effort anyone can come up
       | with a list of those.
       | 
       | This is why it's so hard to innovate when you don't test your
       | theories in the market of ideas. It's why you don't tend to see
       | Lone-wolf Geniuses revolutionizing the relevant field (whether
       | the field is physics, or game design). Even a genius like like
       | Grigori Perelman, of Poincare conjecture fame, who comes close to
       | embodying this 'lone-wolf' stoic ideal, needed to use techniques
       | developed by others in order to prove the conjecture.
        
         | _cs2017_ wrote:
         | Well he does say:
         | 
         | > Perhaps I missed something, but most of my friends have been
         | on the lookout and I have had a number of games referred to me;
         | none of them came close to Balance of Power in algorithmic
         | sophistication.
         | 
         | So it's not like he missed the simulation genre evolution, he
         | just disagrees with the direction that evolution took. And he
         | suggests it's because the time has not yet come for his ideas.
         | 
         | An obvious retort is: maybe people don't (and won't) want to
         | play games with sophisticated algorithmic simulation because
         | they are boring. He doesn't seem to offer any good argument
         | about why his ideas are "good but too early" as opposed to
         | merely "bad". As such, I find his post not very persuasive.
        
           | dragonwriter wrote:
           | > So it's not like he missed the simulation genre evolution,
           | he just disagrees with the direction that evolution took
           | 
           | The problem is that his examples from his own work, his
           | references to subsequent work and it shortcomings, and, well,
           | everything else is either isolated atomic details (like the
           | two formula references) or sweeping generalities with no
           | specifics that it's hard to tell really what specifically he
           | sees as missing, and whether or not it is actually missing,
           | or he's overlooking something or judging unfairly.
        
           | macspoofing wrote:
           | >Well he does say:
           | 
           | >> Perhaps I missed something, but most of my friends have
           | been on the lookout and I have had a number of games referred
           | to me; none of them came close to Balance of Power in
           | algorithmic sophistication.
           | 
           | Isn't that indicative of his problem. For all his talk about
           | caring about a particular game design philosophy so much so
           | that he devoted decades to talking about it, he's not even
           | aware of what's out there. Why are his friends suggesting
           | games to him? Why isn't he referencing games like EU4 or
           | Victoria II and breaking them apart and pointing out in which
           | way they differ from his design philosophy? But he's not
           | excited about the field or ideas that come from others
           | because he figured out the right answer in the 1980s ... and
           | it's on everyone else to acknowledge this.
        
           | shawnz wrote:
           | There are plenty of commercially successful strategy games
           | with sophisticated algorithmic simulation, like Europa
           | Universalis for example.
           | 
           | I wonder if there is perhaps a bias here in that it is easy
           | to overestimate the algorithmic complexity of the code you
           | wrote, whereas it's easy to underestimate the complexity of
           | code you can't see.
        
             | breck wrote:
             | I could be wrong but I think he's saying the opposite:
             | people are missing that his code is about _processes_
             | happening over time, whereas the focus of most games
             | nowadays is on the objects. Or, what you can see in his
             | static code isn 't important, it's what happens during the
             | running of the code that is.
             | 
             | Now I know almost nothing about game development so have no
             | dataset myself or ability to understand the arguments
             | either way.
             | 
             | I think we're seeing an increasing short term move to more
             | complex, black box, DL trained models that will get
             | behavior similar to the processes he seems to emphasize,
             | and then we'll see a swing back to taking those gains but
             | converting them into the type of readable algorithms like
             | in his old games.
             | 
             | But I have no idea. Just complete 2 second conjecturing on
             | my part.
             | 
             | Regardless, thoroughly enjoying reading his site and find
             | his Object <=> Process gradient cycle to be crystal clear
             | and fascinating and important idea.
        
               | trynumber9 wrote:
               | Look at Victoria II if you want a game that is _mainly_
               | about processes not objects.
        
               | sudosysgen wrote:
               | Games like EU4 are more process oriented than object
               | oriented, actually. There is no black-box DL model, just
               | a great many low-medium complexity processes that chain
               | into a large story.
               | 
               | These processes can almost always be reverse engineered,
               | and they are actually quite understandable and readable.
               | 
               | Unless there is something I'm missing with his
               | process/object distinction, admittedly I don't think I've
               | parsed it with a great deal of clarity.
        
               | breck wrote:
               | Well then I think the only thing for me to do is to get
               | myself EU4 and do some "research" to figure this out. :)
        
           | voidhorse wrote:
           | This is kinda where I fall on this too. Lacking a lot of
           | background on this and going off the post alone, it doesn't
           | sound like the author was "ahead of his time" so much as he
           | was in the wrong field.
           | 
           | The point of a game is not algorithmic sophistication, it's
           | fun (to simplify in the extreme). If the game isn't fun it
           | doesn't matter how fancy or impressive the logic powering it
           | is. If you want to blaze new trails in modeling and
           | computation, games are the wrong field to do it in as any
           | advancement will tend to be overshadowed by whether or not
           | the game itself is a good game. Sure there are enthusiasts
           | that will be interested in internals, but fame in the realm
           | of games comes with great game design, not algorithmic
           | sophistication.
           | 
           | It's like an artist inventing a new shade of green and using
           | it in his work in combination with other colors and
           | complaining that no one acknowledges the sophisticated
           | formulas he had to use to produce his special shade of green.
        
             | bogwog wrote:
             | The worst critic of your game is yourself. Even if your
             | game is insanely boring, if you spend enough time toiling
             | away on it, tweaking it, playing testing, critically
             | thinking about the complexities of it, etc, you'll grow
             | extremely attached to it very quickly.
             | 
             | I am automatically skeptical of anyone that tries to defend
             | their art by referencing science, but in this case, as an
             | indie developer with my own fair share of failures and lots
             | of experience in development, I'm not just skeptical; I'm
             | pretty confident that I know why this person failed, and
             | why they'll continue to fail unless they change their
             | thinking.
             | 
             | Although I will say, in fairness to the author, that I have
             | not read any of his books, seen his lectures, or played his
             | games. So maybe he really is a genius game designer with
             | ideas too advanced for any of us to appreciate.
             | 
             | EDIT: okay now after reading another comment with more
             | background information about the author, I feel like a dick
             | for the tone I used here. But I'll leave the comment up
             | anyways because, well, I feel like it's still useful advice
             | (at least the first paragraph)
        
         | jcun4128 wrote:
         | Speaking on my personal experience, I think it's like an ego
         | thing when you think "I came up with something special" and
         | don't check with others/externally if it's really unique. Same
         | with business ideas... I had some dumb ones I was like "this
         | will explode" ahh...
         | 
         | edit: although I think the gist I see here is unneeded
         | complexity
        
           | Jetrel wrote:
           | From my observation point as a gamer who plays a lot of
           | strategy games, he did actually come up with something quite
           | novel (when it was new). However, what he built is now
           | extremely common in the strategy genre - practically every
           | game out there is doing exactly what he's describing. They
           | all independently invented similar solutions to the same
           | problems.
           | 
           | He genuinely just seems to be unaware that these other games
           | exist, which really doesn't surprise me because there's so
           | much stuff out there, and because the strategy genre's become
           | (with a few high-profile exceptions) a sort of under-the-
           | radar AA-grade experience, where people are putting out solid
           | games with good presentation value, but they're not carpet-
           | bombing the world with marketing, or trying to sell them at
           | Walmart. I'm an avid gamer and there are entire genres, with
           | multi-million dollar titles in them that I'm mostly (or
           | completely) oblivious to.
           | 
           | There are just a lot of games that, despite having production
           | quality that beats the pants off a lot of 90s/00s games, no
           | longer bother doing "push" advertising that intrudes into
           | your life, because it's just no longer economical to do.
        
       | trestenhortz wrote:
       | "Make something people want".
        
         | morelisp wrote:
         | This is good advice if you want to make money or be popular,
         | but - admittedly, this may be too foreign to the current
         | startup / indie game climate to understand - he didn't really
         | want either.
         | 
         | This is bad advice for Crawford in the same way it would be bad
         | advice for a mathematician or physicist. On the other hand they
         | do need to be _right, productive, and persuasive_ , and he
         | wasn't the first two, and hasn't been the third for many years.
        
       | uniqueid wrote:
       | Yes, I probably am a genius--but the issue is meaningless.
       | 
       | So a _humble_ genius then. Got it.
        
       | nickyvanurk wrote:
       | "I was a smart kid, but once I boasted to my dad about how smart
       | I was, and he came down hard on me. "Don't you ever think that
       | you're smarter than other people!" he snapped. I took that lesson
       | to heart, and all my life I have reined in my assessment of my
       | own intelligence. But of late I have tired of this pose; at
       | seventy years of age, I shouldn't be posing. Dammit, I'm a
       | genius, and it's time I admitted it to myself." -
       | http://www.erasmatazz.com/personal/self/seventy.html
        
       | ggggtez wrote:
       | >Casualties = 3 * (strength of attacker / strength of defender)
       | 
       | Talk about out of touch. I can't imagine being so deep in your
       | own head to think that this is the sort of thing that is
       | comparable to Einstein's theory of relativity, or Mendel's
       | genetics. " _Not in the same league, but at least in the same
       | sport_ ". Unadulterated hubris, the whole article.
       | 
       | And what is the frontier that he thinks he has carved out? Games
       | as art? Mathematics as art? And he doesn't recognize _anyone_
       | else as making strides in that area?
       | 
       | If he has something to say, then yeah, he sure did blow it,
       | because he is clearly incapable of explaining himself in a way
       | that anyone cares to understand. More likely, he's just a guy who
       | ran out of ideas 35 years ago and can't let it go.
        
       | imgabe wrote:
       | I don't want to make fun of this guy but it seems like his main
       | insight is that you can use math to represent processes in the
       | world. That's...what all of science and engineering do?
        
         | onychomys wrote:
         | For example, in this post [0] he argues that a pinecone was
         | cushioned by the snow and that's why it didn't bounce off the
         | rail. But he fails to notice that there's the same amount of
         | snow on the rail and on top of the pinecone. Instead of his
         | hypothesis, what I think probably happened was that the
         | pinecone bounced on the deck and then up to the rail, where it
         | was before the snow started falling. It's not a matter of
         | looking at objects vs processes like he claims, it's a matter
         | of looking at what objects (in this case, the snow on top of
         | the pinecone) can tell us about processes.
         | 
         | [0]http://www.erasmatazz.com/library/science/an-odd-
         | discovery.h...
        
         | username90 wrote:
         | He is closer to Aristotle than modern scientists and engineers.
         | That is create formulas to represent the world without checking
         | how the world works at all.
        
           | guerrilla wrote:
           | More like Plato, Aristotle was quite the empircist
           | (originally a biologist of sorts) for his time despite major
           | blunders.
        
           | zekrioca wrote:
           | He does write at the Introduction of one of his books [1]
           | about it:
           | 
           | "While this approach will fail to satisfy those few dedicated
           | person who want to delve into the innards of the program, I
           | think it will satisfy the needs of the greater number of
           | people who wish to understand the concepts behind the game.
           | 
           | Finally, I apologize to all those readers more knowledgeable
           | about geopolitical matters than myself, who may wince at the
           | necessary simplifications. I am first and foremost a game
           | designer, not a political scientist. Simplification to
           | achieve clarity is the essence of my work; clarity can be
           | extracted from a muddy reality only by denying some of
           | reality's richness."
           | 
           | [1] http://www.erasmatazz.com/library/my-books/balance-of-
           | power-...
        
       | cumwolf wrote:
       | computer are already a form of artistic expression. this is a
       | strange article where I feel the author is too deep into his own
       | head and too into his own work. I admire the passion he has, wish
       | it wasn't about some game.
        
       | aphroz wrote:
       | If you want to read Balance Of Power
       | https://web.archive.org/web/20070606202930/http://www.erasma...
        
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