[HN Gopher] Will Wright on designing user interfaces to simulati...
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       Will Wright on designing user interfaces to simulation games (1996)
        
       Author : DonHopkins
       Score  : 289 points
       Date   : 2023-01-29 22:23 UTC (1 days ago)
        
 (HTM) web link (donhopkins.medium.com)
 (TXT) w3m dump (donhopkins.medium.com)
        
       | tigerlily wrote:
       | > _" So, when I got a computer in my early twenties..."_
       | 
       | Did Will have exposure to computing before this time? If not, it
       | kinda blows the whole digital natives thing away.
        
         | robertlagrant wrote:
         | No one grew up with an iPad was involved in designing the iPad.
         | The difficult things in technology are taught, not caught.
        
         | npteljes wrote:
         | I'm also among those who contest the whole digital native
         | thing. I think that growing up in the information age is not
         | really correlated with being good with tech and computers,
         | those skills, if you can call it that even, can be picked up
         | any time. It's just that people don't bother - young people
         | don't bother with icky old people things, old people don't
         | bother with the strange new things, everyone has got their
         | excuse to not expend energy on change.
        
           | cameronh90 wrote:
           | Digital native doesn't mean good with tech, it just means
           | that you default to expecting things to be on a website or
           | app and are usually more comfortable interacting with it in
           | that form. They have simply never experienced a world where
           | constant global connectivity was not a thing. They've never
           | had to go to the library to find out what Timor-Leste is, and
           | never had to go on a long journey without a phone to
           | entertain them.
           | 
           | It's not really a good or bad thing, just a difference. I
           | think you'd usually find most younger people are quicker at
           | acquiring information than average old people due to their
           | familiarity with the tools, though not necessarily any better
           | at turning that information into anything actionable. Most
           | young people are just as useless outside their comfort zone
           | as old people are.
        
           | ihatepython wrote:
           | I also don't agree with the digital native premise.
           | 
           | However I believe that those who grew up with or experienced
           | the 8 bit home computer and it's evolution to what we have
           | now, they have a much better understanding of how computers
           | work.
        
             | npteljes wrote:
             | I wonder how much of that belief is true, and even more
             | specifically, how much of that translates to real-life
             | skills. In my experience, people picked up "digital" skills
             | casually over some years, are indistinguishable from people
             | who "grew up" with half of their lives being lived
             | digitally. And neither of these understand how computers
             | work, at most, what they are familiar with are the happy
             | path of how they achieve some goals using the computer /
             | smartphone, and maybe basic troubleshooting.
             | 
             | Part of why I don't think people understand the digital
             | world is because it's changing fast. Both the systems
             | themselves on a lower levels like hardware, and on top in
             | regards to UX. Typing into a Commodore 64 is vastly
             | different than a mouse-driven traditional desktop, which
             | again is very different than a material design smartphone
             | app. It's a lot of work to know these systems, and so, I
             | think people don't know them that well, and that they
             | overestimate their, and others' familiarity with them, in a
             | similar way to how the Dunning-Kruger effect works.
        
             | dagw wrote:
             | Digital Native to me means you grew up when 'digital' was
             | both everywhere and all encompassing. You don't have to
             | understand it any more than you have to understand how hot
             | water comes out of your shower or why a light turns on when
             | you flip a switch.
             | 
             | Those of us grew up in the 'before times' had to understand
             | how computers worked just to make them, well work. Much
             | like someone who had to dig their own well, run their own
             | pipes and heat their own water probably has a much better
             | understanding as to how and why hot water comes out of
             | their shower.
        
             | LordN00b wrote:
             | Well we have had over 40 years of practice...
        
         | Sharlin wrote:
         | Huh, what do you mean? Will Wright was born in 1960, so he
         | amounts to a "boomer" as the term is used these days, as do
         | most of the great game designers and programmers of the 90s,
         | who obviously couldn't have been "digital natives". But one can
         | become fluent, even an expert, in a non-native language... most
         | people just never do!
         | 
         | FWIW, the idea of digital natives is problematic for other
         | reasons, primarily the fact that it's being applied to today's
         | kids who mostly are not any sort of native experts in general
         | computing. If any generation is worthy of the term, it's the
         | millennials/Xennials who were there in the era when the use of
         | personal computers involved more than just endlessly scrolling
         | TikTok.
        
         | cookie_monsta wrote:
         | There's a digital natives thing?
        
           | tigerlily wrote:
           | Yeah the thing where schools force kids to have a Google
           | account to be able to take part, and parents just blithely
           | accept.
           | 
           | Idk, maybe it's just a thing where I live.
        
             | cookie_monsta wrote:
             | Oh, that's not what I understand by digital natives at all.
             | 
             | https://en.wikipedia.org/wiki/Digital_native
        
               | tigerlily wrote:
               | I guess some educational policy wonks must've got in bed
               | with big tech and appropriated the digital natives term
               | as defined in the Wiki article, as a means of creating a
               | fomo, allowing big tech to reach into elementary schools
               | and steal childhood.
        
         | SamBam wrote:
         | Digital natives have more and more been shown to be digital
         | illiterates. And I say this with compassion as a STEM teacher
         | who thinks kids are great and smart in many, many ways, just
         | not digitally.
         | 
         | Besides the much-talked about problems with kids growing up in
         | the age of iPads and Chromebooks, which prevent any actual
         | interactions with computers, kids are even bad at the internet.
         | 
         | I remember this as far back as 2011, when Osama bin Laden was
         | killed. One of the highest trending questions on both Twitter
         | and on Yahoo Answers was "who was Osama bin Laden?" A shocking
         | number of people's first instinct when trying to find out
         | information was not Google searching, but lazy-web asking
         | complete strangers on message boards, and needing to wait
         | around to find out someone's answer.
         | 
         | Since then I've noticed this kind of thing with my students
         | more and more. They can do actual research if told to, but it's
         | never their first instinct.
        
       | noduerme wrote:
       | As the presenter in the first video says, Will Wright lead to a
       | "real shift" in the "younger generation" about how "people think
       | about computers and about computing in general". As a member of
       | the Will Wright generation of 12 year old Mac programmers who
       | tried to take his games apart with ResEdit and tried to make our
       | own, with Perl and HyperCard, this was really resonant, really
       | true.
       | 
       | When SimEarth came out, I spent hours and hours just rereading
       | the thick paper manual of how it all worked, because the only
       | places I could play it on the disks were in the computer lab
       | after school, or for an hour a day on the home computer.
       | 
       | He turned incredibly complex systems into games and games into
       | systems, so that reading his game manuals made you think about
       | the whole world.
       | 
       | One thing sad to me now, with the focus on GPT or Diffusion
       | prompts, is how much kids are no longer thinking about the actual
       | systems or logical rules they're playing with, and just learning
       | to trick something that's already inscrutable and smarter than
       | them. Mastering AI prompts or even running your own neural net
       | doesn't teach anything like logic or the kind of deep, recursive
       | cause and effect structure you could get from Will Wright's toys,
       | or even from CK3... even if you get all your prompts perfect to
       | make what you want, it teaches something much more like
       | dependence on a magical oracle than, say, a toy/game/sim that
       | really encourages you to deconstruct and take pleasure in all its
       | interconnections that you can understand.
        
         | emrah wrote:
         | > One thing sad to me now, with the focus on GPT or Diffusion
         | prompts, is how much kids are no longer thinking about the
         | actual systems or logical rules they're playing with, and just
         | learning to trick something that's already inscrutable and
         | smarter than them
         | 
         | This is something I don't understand. Sure, not every kid is
         | going to think about that but that's ok. We need some kids to
         | think about it, probably a small subset..
         | 
         | Back when computers were new, not every kid tried to make games
         | or understand how they worked either. Only a small subset and
         | that's how it is..
        
           | adamrezich wrote:
           | but the same could be said for indie games developed with
           | tools like Unity or Godot--people who make games with these
           | tools don't really know 100% about what's going on with the
           | actual underlying systems they're stitching together to make
           | a game with, but they stitch things together and create a
           | game nonetheless. on its face that's fine, but as time goes
           | on, "making video games" has gone from being something that
           | required intimate knowledge and understanding of the software
           | and hardware at the foundation of the executable you're
           | running, to domain-specific knowledge relative only to one
           | specific tool/framework. if you've only ever made Unity games
           | and now you want to work on a more complex simulation, you
           | either find yourself increasingly having to fight "the Unity
           | way of doing things", or take the plunge and unlearn your
           | current way of thinking in domain-specific primitives such
           | that you can learn to do things at a lower level.
        
           | q7xvh97o2pDhNrh wrote:
           | The way I read OP's comment was more about _quality_ rather
           | than _quantity._
           | 
           | Put another way, I'd say that the right amount of people who
           | should be learning that skill is probably zero. "Learning to
           | write AI prompts" is a skill that only exists because AI
           | hasn't evolved enough yet; in another 10-25 years, "learning
           | to write AI prompts" will just be equivalent to
           | "communicating clearly."
           | 
           | And, yes, thinking and communicating clearly _are_ valuable
           | skills that _everyone_ should learn, but that 's just the
           | point -- people investing time in the "writing AI prompts"
           | skill now _aren 't_ learning that. They're just learning to
           | string random adjectives together, along with (at best) a
           | slight bit of the iterative never-give-up spirit that comes
           | with poking an inscrutable pile of matrices until it does
           | what you want. [1]
           | 
           | [1]: https://xkcd.com/1838/
        
             | jvalencia wrote:
             | I think the lament is that if people do not learn the
             | logical side of things, they are unable to figure out how
             | to reason about issues and errors. They are unable to
             | easily go deep into topics like computer science.
        
         | shagie wrote:
         | > When SimEarth came out, I spent hours and hours just
         | rereading the thick paper manual of how it all worked, because
         | the only places I could play it on the disks were in the
         | computer lab after school, or for an hour a day on the home
         | computer.
         | 
         | A copy of the manual can be found at https://retro-
         | commodore.eu/files/downloads/amigamanuals-xiik...
         | 
         | Page 149 (yes - it had a lot of pages) starts off with "An
         | Introduction to Earth Science" and continues to the appendix on
         | page 201. It has enough content to make a good starter for a
         | grade school science class's syllabus.
        
         | xattt wrote:
         | > When SimEarth came out, I spent hours and hours just
         | rereading the thick paper manual of how it all worked, because
         | the only places I could play it on the disks were in the
         | computer lab after school, or for an hour a day on the home
         | computer.
         | 
         | This is me, but with the SimCity 2000 Deluxe Edition and it's
         | novel-like manual.
        
           | dwighttk wrote:
           | Civ II is the one that sticks in my head... always bought
           | games at an egghead software 4 hours from home (and usually a
           | couple days before my family would drive back anyway)
        
         | szundi wrote:
         | My funny hypothesis is that the ones who can actually make
         | something out of the AI/machine learning trend are those who
         | are good in this logical thinking you are talking about, not
         | the ones who try to skip it on the way.
        
           | noduerme wrote:
           | I'm tempted to think you're right, but we're probably going
           | to have to live through a 5 years long boom / bust of
           | _illogical_ , _unthinking_ children getting in and building
           | very stupid things with very powerful weapons before another
           | cryptocurrency-style crash. On the whole it is not going to
           | serve as a technology to even teach young coders to think for
           | themselves, let alone the devastating effects it will have on
           | society and human relationships in all countries.
           | 
           | Really, I mean, force kids to learn BASIC or Pascal or
           | whatever... but these AI systems cannot ever be understood by
           | people who grow up taking computation for granted (and only
           | learning how to tinker with them on the surface). If they
           | aren't understood, they will be treated like a magic box for
           | answers, and worshipped as a deity or an oracle.
           | 
           | I don't think it is too much to say that ChatGPT is the
           | Golden Calf that represented the type of lazy thinking or
           | psychological projection into imagined, embodied "gods" which
           | the monotheistic religions starting with Judaism found to be
           | morally atrocious. And why? Because giving up one's rational
           | beliefs or even one's irrational monotheistic belief in a God
           | to the fantasms and stories created of idols and their
           | stewards was a form of slavery from which you could not
           | rescue yourself or your children.
           | 
           | Guarding the Word presages guarding its corruption by
           | machine, several thousand years in advance. And Islam,
           | Christianity and Judaism are all a warning against allowing
           | the machinery - even seemingly perfect technologies - to
           | become a god.
           | 
           | [edit] and FWIW I am an atheist, but that only makes me more
           | concerned, as I see a new and more terrifying irrationality
           | taking the place of the old. The new religion of CHATGPT will
           | be much more terrifying because the entity it worships will
           | be PRESENT AND ALIVE...
        
             | another2another wrote:
             | Butlerian jihad on its way ... :)
        
         | mycall wrote:
         | GPT and transformers are not the end game for logical analysis.
         | Pretrained LLMs cannot capture factual knowledge from text,
         | that is true. MIT is proposing a unified model for Knowledge
         | Embedding and Pretrained LanguagERepresentation (KEPLER) [0],
         | which can better integrate factual knowledge into LLMs.
         | 
         | Knowledge Embeddings could be created by anyone who wants to
         | better simulate a particular system, including kids, given the
         | right exploratory environment.
         | 
         | [0]
         | https://direct.mit.edu/tacl/article/doi/10.1162/tacl_a_00360...
        
       | musesum wrote:
       | Will Wright taught me about "turtleducks"
       | 
       | Met him at the Computer History Museum, maybe around 2007. He had
       | a branching storyboard-style presentation with 100's of slides.
       | In the middle of the talk, he asked the audience about which
       | direction they wanted to explore. Based on a show of hands, he
       | proceeded to branch off into a few dozen more slides. Pretty
       | epic.
       | 
       | Anyway, Turtleducks: we met later and I demoed a visual music
       | synth. Was wondering if it would fit somehow into Sim-City. He
       | said: "Well, what I have is a turtle and what you have is a duck.
       | You can't just put a duck on a turtle and get a turtleduck." [Am
       | paraphrasing.]
       | 
       | Ironically, a year later, he introduce Spore -- thus, solving the
       | turtleduck problem. At least, in the turtle/duck domain.
        
         | a13o wrote:
         | My go-to name for this is 'Nuts & Gum' from the Simpsons.
         | 
         | In the show, Homer pulls down a can from the cupboard and the
         | camera zooms in so we can read the product label: Nuts & Gum!
         | Together at last!
         | 
         | These two products would obviously be horrible together; a
         | crumbly thing, and a thing you can't swallow. But on their own
         | they're just fine.
        
           | [deleted]
        
           | [deleted]
        
       | corysama wrote:
       | Will Wright's talks at the Game Developers Conference were not to
       | be missed. They were wild, fascinating and funny. He would often
       | go off-topic with mini-presentations like the "Russian Space
       | Minute" where he marveled at the analog computers used in space
       | by the cosmonauts.
       | 
       | It's really hard to find recordings. I don't even know if they
       | are all available anywhere on the Internet.
        
         | DonHopkins wrote:
         | Here are the videos of the three talks by Will Wright
         | (including this one) presented to Terry Winograd's user
         | interface class over the years.
         | 
         | Stanford Library has just recently made these available!
         | 
         | I uploaded this one to youtube and closed captioned it, and
         | I'll get around to the others when I have the chance.
         | 
         | There are a LOT of really excellent historic videos in the
         | collection by many other amazing people.
         | 
         | Guide to the Stanford University, Computer Science Department,
         | HCI Group, CS547 Seminar Videorecordings
         | 
         | https://oac.cdlib.org/findaid/ark:/13030/c82b926h/entire_tex...
         | 
         | Stanford University, Computer Science Department, HCI Group,
         | CS547 seminar videorecordings, 1990-2012
         | 
         | https://searchworks.stanford.edu/view/10637698
         | 
         | From: Henry E Lowood at Stanford
         | 
         | All,
         | 
         | This video has been reformatted and is streamed from the
         | Stanford website. As far as I can tell, there should be no
         | restriction on access from off-campus:
         | 
         | Interfacing to Microworlds, Will Wright, Maxis in SearchWorks
         | catalog (stanford.edu) (April 26, 1996)
         | 
         | https://searchworks.stanford.edu/view/yj113jt5999
         | 
         | Two more of Will's lectures streamed from Stanford:
         | 
         | Will Wright, Maxis, "Games and Simulation" in SearchWorks
         | catalog (stanford.edu) (May 2, 2003)
         | 
         | https://searchworks.stanford.edu/view/pw467bz3079
         | 
         | Laughing Creative Communities: Lessons for the Spore community
         | experience, Will Wright, Maxis / Electronic Arts in SearchWorks
         | catalog (stanford.edu) (May 22, 2009)
         | 
         | https://searchworks.stanford.edu/view/pd936vc7267
         | 
         | If you have issues viewing the videos, please let me know and I
         | will pass the information along to our media lab.
         | 
         | Having had the pleasure of Will lecturing in my Stanford course
         | on one or two occasions, I am glad to see that these examples
         | of his thinking (and lecturing style!) are available.
         | 
         | Please consider sending important documents to Stanford for
         | preservation. We offer one of the leading collections of game-
         | related archival material for research and instruction and our
         | streaming services are robust.
         | 
         | All my best,
         | 
         | Henry
         | 
         | Henry Lowood, PhD
         | 
         | Harold C. Hohbach Curator for History of Science & Technology
         | Collections, Curator for Film & Media Collections.
         | 
         | HSSG, Green Library, 557 Escondido Mall
         | 
         | Stanford University Libraries, Stanford CA 93405-6004
         | 
         | Web: https://people.stanford.edu/lowood/
         | 
         | Email: lowood@stanford.edu
        
       | samsquire wrote:
       | One game I would like to see is the cloud scalability game.
       | 
       | You simulate a cloud environment and buy servers and staff and
       | rack servers and install software and try handle extreme levels
       | of traffic.
        
       | jakear wrote:
       | Love the "Antique Soviet Space Junk" collection, it'd awesome to
       | see the full collection digitized - great resource for intuitive
       | UI development.
       | 
       | Relatedly, I've recently been working on UI's inspired by the
       | F-15 cockpit [1,2]. It's neat how on one hand the controls are
       | amazingly complicated (Enough knobs and dials to fly a fighter
       | jet! With 0 losses to boot!), but on the other hand you can get a
       | pretty good sense of how everything operates just by reading the
       | labels and diagrams painted atop them. The acronyms are a
       | different story, but then that's what manuals and all those hours
       | of training are for.
       | 
       | [1]: https://waltham.pages.dev, F-15's clock/timer element
       | 
       | [2]: https://solunar.pages.dev, tide charts based on F-15 UI
       | elements. WIP, still gotta figure out how to render the location
       | selection -- the soviet globe UI in the OP is quite interesting.
       | For now set the url's hash to your favorite NOAA station's id if
       | you're really interested :)
        
         | somat wrote:
         | On the subject of controls that don't translate well, Rotary
         | knobs are great as a physical device, But they feel terrible as
         | a mouse controlled item.
         | 
         | The biggest offenders are audio plugins, they tend to be very
         | skeuomorphic, almost to a fault. I don't mind a little
         | skeuomorphism, in fact I think it can help readability of the
         | interface. But the way audio plugins take it to an extreme and
         | cram as many rotary knobs in there as possible is maddening.
        
           | widdershins wrote:
           | A well-designed digital rotary knob isn't too hard to use -
           | but it must be set by simply dragging up and down, not in a
           | rotary motion, which is very unnatural with a mouse. They
           | remain popular in audio software not just because of
           | skeuomorphism (though that doubtless plays a role) but
           | because they are a space-efficient way of putting lots of
           | controls on a page. Audio software is usually highly
           | parametric, so that's important.
           | 
           | Even though I understand this need, I'm still very keen on
           | audio software that tries to break out of the 'everything is
           | a knob' paradigm when it makes sense.
        
             | jakear wrote:
             | Good point about converting linear motion to rotary for
             | mouse users. I hadn't considered that as I only ever use
             | touch screens and touch pads so to me the rotary is just
             | fine (aka, touch the option you want).
             | 
             | That said, it's just a radio button, would you expect radio
             | buttons to activate on scroll too? For continuous numeric
             | inputs I modeled the slider, and enabled scroll control.
             | 
             | One issue there is intercepting horizontal scroll on
             | touchpads is flakey and about two thirds of the time you go
             | back instead of moving the thing right.
        
           | fivre wrote:
           | a lot of audio stuff is designed with the expectation that
           | you'll be binding the control to a MIDI controller if it's
           | important, so in that sense the skeumorphism makes a lot of
           | sense. if the VST knob is just a visual representation of
           | something that's bound to another MIDI-bound knob in a DAW,
           | it doesn't really matter if the mouse UX is bad, since it'll
           | probably only be used briefly while dialing in settings, and
           | then serve as a visual UX thing after
        
         | DonHopkins wrote:
         | I think the earth thingie was one of these babies:
         | 
         | https://www.righto.com/2023/01/inside-globus-ink-mechanical-...
        
           | the_af wrote:
           | That's... gorgeous.
           | 
           | I get the urge to scroll it as if it was a trackball, though.
        
         | criddell wrote:
         | Could you could take design ideas from the F-15 cockpit and use
         | them without being skeuomorphic? Would you end up with a UI of
         | checkboxes and radio buttons? Or was the whole goal to make
         | something that looks like physical cockpit control?
         | 
         | I think some aspects, like toggle controls, are not very common
         | today. Some people might have no idea what they are.
        
           | jakear wrote:
           | The fun part in developing for myself is I don't have to care
           | what "some people" don't know. :)
           | 
           | That said, I believe my toggles have a couple benefits:
           | they're labeled on both sides, so it's more clear what the
           | options are. And the change is immediately visible, again
           | making the functionality more obvious. The "modern" toggle
           | where a circle can be on either end of an elongated cylinder
           | and a string of text is somewhere across the screen in a step
           | down from that, IMO.
        
       | the_af wrote:
       | Very interesting article, with lots of food for thought.
       | 
       | I find it fascinating that you can think of an interesting
       | simulation with fun gameplay, but without a good UI, and that
       | therefore won't work as a game.
       | 
       | I also liked the idea that the user's mental model of the game is
       | not necessarily represented by the actual code running the
       | simulation. But if one "closes the gap", Scott McCloud style,
       | then it's good enough!
       | 
       | Also, I must say that I really liked SimCity (classic, the only
       | one I really played) but also loved SimAnt, which the article (or
       | Wright, actually) calls "too simple". I dunno, I really liked it.
       | You could even play as the spider and hunt ants! You just had to
       | be careful, because a single ant is prey for the spider, but a
       | bunch of ants become the predators.
       | 
       | Finally, for all of its technical achievements, I never really
       | liked The Sims or any of its variants. It seemed impressive but
       | what is the gameplay? Seemed like a variation on tamagotchis, and
       | so I never got the urge to really play it even back when it was
       | all the rage.
        
       | DonHopkins wrote:
       | On April 4, 1996, Terry Winograd (who I worked with at Interval
       | Research) invited me to sit in on his HCI Group CS547 Seminar
       | where Will Wright was giving a presentation called "Interfacing
       | to Microworlds", in which he gave demos and retrospective
       | critiques of his three previous games, SimEarth, SimAnt, and
       | SimCity 2000.
       | 
       | He opened it up to a question and answer session, during which
       | Terry Winograd's students asked excellent questions that Will
       | answered in thoughtful detail, then one of them asked the $5
       | billion question: "What projects are you working on now?"
       | 
       | Will was taken aback and amused by the directness, and answered
       | "Oh, God..." then said he would back up and give "more of an
       | answer than you were looking for."
       | 
       | The he demonstrated and explained Dollhouse for the first time in
       | public, talking in depth about its architecture, design, and his
       | long term plans and visions.
       | 
       | I took notes of the lecture, augmented them with more recent
       | information and links from later talking and working with Will,
       | and published the notes on my blog. But all I had to go on were
       | my notes, and I haven't seen a video of that early version of
       | Dollhouse ever since.
       | 
       | But only last week I discovered the Holy Grail I'd been searching
       | for 27 years, nestled and sparkling among a huge dragon's hoard
       | of historic treasures that are now free for the taking: Stanford
       | University has published a huge collection of hundreds of Terry
       | Winograd's HCI Group CS547 Seminar Video Recordings, including
       | that talk and two more by Will Wright!
       | 
       | I really appreciate Terry Winograd for inviting me to Will's talk
       | that blew my mind and changed my life (it overwhelmingly and
       | irresistibly convinced me to go to Maxis to work with Will on The
       | Sims), and to the Stanford University librarians and archivists
       | for putting this enormous treasure trove of historic videos
       | online.
       | 
       | Guide to the Stanford University, Computer Science Department,
       | HCI Group, CS547 Seminar Video Recordings
       | 
       | https://oac.cdlib.org/findaid/ark:/13030/c82b926h/entire_tex...
       | 
       | Will Wright, Maxis, "Interfacing to Microworlds", April 26, 1996:
       | 
       | https://searchworks.stanford.edu/view/yj113jt5999
       | 
       | Will Wright, Maxis, "Games and Simulation", May 2, 2003
       | 
       | https://searchworks.stanford.edu/view/pw467bz3079
       | 
       | Will Wright, Maxis / Electronic Arts, "Laughing Creative
       | Communities: Lessons for the Spore community experience", May 22,
       | 2009
       | 
       | https://searchworks.stanford.edu/view/pd936vc7267
       | 
       | I uploaded the video to YouTube to automatically create closed
       | captions, which I proofread and cleaned up, so it's more
       | accessible and easier for people to find, and you can translate
       | the closed captions to other languages.
       | 
       | https://www.youtube.com/watch?v=nsxoZXaYJSk
       | 
       | And I updated my previous article "Will Wright on Designing User
       | Interfaces to Simulation Games (1996)" to include the embedded
       | video, as well as the transcript and screen snapshots of the
       | demo, links to more information, and slides from Will's
       | subsequent talk that illustrated what he was talking about in
       | 1996.
       | 
       | https://donhopkins.medium.com/designing-user-interfaces-to-s...
        
         | vanderZwan wrote:
         | Thank you, this is amazing! The various "sim" games were
         | discussed quite a bit during my master studies in Interaction
         | Design - as were your pie menus, by the way :)
         | 
         | PS: the update on the medium blog post accidentally says
         | 2013-1-27 instead of 2023-1-27. Small but confusing typo
        
           | DonHopkins wrote:
           | Thank you! The year in the title was totally different too --
           | I am REALLY not into knowing what year it is!
        
         | recuter wrote:
         | I always love reading your comments, thank you very much.
        
         | _448 wrote:
         | This is what passion for a domain looks like, and also your
         | respect for others is really admirable!
         | 
         | And your efforts to not only share all the information but to
         | go further than that and proofread and cleaned it so that it is
         | accessible to others is highly respectable.
         | 
         | Thank you for sharing this information with us!
        
         | Donckele wrote:
         | Thank you for the links and the youtube upload!
        
         | ido wrote:
         | Thanks a lot! And it's amazing students had such an opportunity
         | - students here get to hear people like _me_ instead (I think
         | pretty highly of myself but I'm no Will Wright!)
         | 
         | It would be like having Carmack come over to talk about 3d
         | rendering (in the 90s no less)...
        
         | amitp wrote:
         | Wow, thank you for this!
         | 
         | I got to see Dollhouse in late 1996( _). Having loved SimCity,
         | SimEarth, etc., I admit I didn 't "get it" when I saw
         | Dollhouse.
         | 
         | I had plans this morning but I'm going to watch these videos
         | instead :-)
         | 
         | (_) in part because of my gamedev web site, and in part because
         | I was working on a sim game and Maxis lawyers didn't want me
         | calling it SimAnything
        
           | DonHopkins wrote:
           | At the time I was actually pretty skeptical about how hard it
           | would be to get the AI to work plausibly (and so was Will,
           | but somehow he managed to do it), and I though an online game
           | like The Sims Online would be easier. But leveraging the
           | player's imagination and supporting storytelling was key.
           | 
           | Will mentioned a "Braitenberg Machine":
           | 
           | https://en.wikipedia.org/wiki/Braitenberg_vehicle
           | 
           | >A Braitenberg vehicle is a concept conceived in a thought
           | experiment by the Italian-Austrian cyberneticist Valentino
           | Braitenberg. The book models the animal world in a
           | minimalistic and constructive way, from simple reactive
           | behaviours (like phototaxis) through the simplest vehicles,
           | to the formation of concepts, spatial behaviour, and
           | generation of ideas.
           | 
           | >For the simplest vehicles, the motion of the vehicle is
           | directly controlled by some sensors (for example photo
           | cells). Yet the resulting behaviour may appear complex or
           | even intelligent.
           | 
           | The Braitenberg Vehicles:
           | 
           | https://www.youtube.com/watch?v=A-fxij3zM7g
           | 
           | What I didn't realize until I saw this video 27 years later,
           | was that Will already had the idea of the "Peanuts Adult
           | Voices", and the importance of storytelling.
           | 
           | It wasn't until later that those nebulous ideas actually
           | crystalized into the design of the unique expressive but
           | unintelligible "mwa mwa mwa mwa mwa mwa" Simlish language, or
           | the storytelling design of "The Sims Family Album" and "The
           | Sims Exchange", where you could take screen snapshots, write
           | text in picture albums to make stories, upload and share your
           | stories as well as your entire house and family, being an
           | actual part of the game design.
           | 
           | The design of The Sims Family Album and story publishing
           | features were also inspired by the success of live online
           | chats with the fans, while playing the pre-release game with
           | a virtual webcam that took screen snapshots and uploaded them
           | to the web server and into the chat (like an early crude
           | version of Twitch), so the fans could make suggestions and
           | comments in chat and see what happens in the game seconds
           | later.
           | 
           | From the transcript:
           | 
           | Student:
           | 
           | What about from person to person, you talking about the
           | information that's contained within the objects, so there can
           | be information in another person, that you want to interact
           | with in the environment.
           | 
           | Have you looked at any reasons why you would want to do that?
           | 
           | Will Wright:
           | 
           | Oh yeah, I mean, that's that's the hard problem.
           | 
           | I mean, simulating ants is hard enough, when you get to
           | people there's really no hope.
           | 
           | There are two issues here.
           | 
           | You can look at this as a technology.
           | 
           | It's not a product right now.
           | 
           | And their are a few directions this could go.
           | 
           | I could see this becoming, let's say, a multiplayer network
           | MUD kind of a thing.
           | 
           | You might have a thousand people playing SimCity from the
           | bottom up, each person building their own house in a big
           | multi-user space.
           | 
           | In which case that issue is a little less important, because
           | most of the people are real people, and you're dealing with
           | puppets.
           | 
           | As a standalone game, which is probably our our closer
           | target, we have to deal with the problem you're bringing up,
           | which is how do we deal with people to people?
           | 
           | And it's hard, I mean there's just -- I'm sure Terry can
           | elaborate on that more than I can.
           | 
           | But the best thing we can do is prop up a convincing
           | illusion.
           | 
           | We don't have to be doing a valid simulation of human
           | personality.
           | 
           | What we have to do is we have to put up something that's
           | ambiguous enough to where somebody can read in what they
           | want.
           | 
           | Actually in this thing what I have right now are people come
           | up and they converse, but you don't hear what they're saying,
           | they just gesture, and sometimes they look mad, sometimes
           | they kind of look contemplative.
           | 
           | It's kind of interesting how much people will read into that.
           | 
           | This is kind of dynamic that we've seen again and again where
           | something happens in SimCity and they said "oh I was running
           | my nuclear reactor near the red line, and then there was so
           | much smoke coming out of it, this plane crashed, and because
           | of that, this and that happened", and they'll describe this
           | long causal chain of events that I know does not exist.
           | 
           | I designed the simulation, I know that there's no linkage
           | between the power output of the power plant, the planes
           | crashing, but they're convinced it exists.
           | 
           | Don Hopkins:
           | 
           | They're using it as a medium to tell stories about.
           | 
           | Will Wright:
           | 
           | Yeah!
           | 
           | Don Hopkins:
           | 
           | Where they're using it as a piece of paper, to write.
           | 
           | Will Wright:
           | 
           | Yeah, that's exactly right.
           | 
           | There's a parallel simulation going on here in the game.
           | 
           | Everybody's taking a linear path through this, and they're
           | basically, most people will attempt to understand things like
           | this with a story.
           | 
           | They'll think about "I did this, then that happened, because
           | of that", and so the story becomes kind of their logical
           | connection, their logical reverse engineering, of the
           | simulation that they're playing inside of.
           | 
           | Now on the people's side, I think we can do a lot in this as
           | a product, by propping up that illusion of people.
           | 
           | Again, if this is a doll house, we don't want the dolls to be
           | sentient things.
           | 
           | We want the dolls to be interesting enough to where I can
           | play games with them.
           | 
           | There was actually a really interesting doll that this
           | company came out with.
           | 
           | Oh, it was Worlds of Wonder, this really cool doll, I've got
           | a couple of them after they went out of business.
           | 
           | It's called the Julie doll.
           | 
           | But it was like this $250 doll with voice recognition, and it
           | said all these things.
           | 
           | It had just a huge amount of ROM with digitized speech in it,
           | and so it would sit there and try and have stupid
           | conversations with you.
           | 
           | And really it was kind of Eliza, or had keywords it would
           | recognize, and give you these kind of non-committal
           | responses.
           | 
           | But in the testing of that, well first of all it was a $300
           | doll.
           | 
           | Who's going to buy the kid a $300 doll?
           | 
           | So it was really more, it was actually the only doll I've
           | ever seen that appealed to grown men.
           | 
           | Grown men love this, I mean this is a hacker's doll.
           | 
           | But I talked to the guy who was working this project, and he
           | said they put this in focus groups with girls.
           | 
           | And they played with it for a while, and then after about a
           | half an hour they take the batteries out, and keep playing
           | with it.
           | 
           | And what was happening is that the girls were propping up
           | this elaborate fantasy in their play, and the dolls were
           | supposed to be a structure for that fantasy, they weren't
           | supposed to be the fantasy.
           | 
           | The doll was telling them what the fantasy was, and it was
           | conflicting with what the girls were saying, and so it was
           | interfering actively with their fantasy and their play.
           | 
           | So in that regard, I think we can actually kind of take that
           | path with these people.
           | 
           | And all we have to do is deal with them at a very local kind
           | of a state machine, Braitenberg Machine kind of level, and
           | say that they're angry, and they're hungry, and they're
           | sleepy.
           | 
           | And then we can actually do some things where maybe they have
           | a little, what you might call, structural ambiguity about
           | what they're actually saying.
           | 
           | One of the thoughts I had about this project in particular is
           | that you'd see the people go up and they talk, and there
           | would be some kind of a flavor to their conversation, but it
           | would be more like Peanuts.
           | 
           | When they did the TV show of Peanuts, you'd hear the adults
           | talking, and the adults would always be like "mwa mwa mwa mwa
           | mwa mwa", or soft, or loud.
           | 
           | You can tell if they're mad, or angry, or what, but you
           | wouldn't hear what they were saying.
           | 
           | You'd have to read that into it.
           | 
           | I think this is the area where we sidestep the issue, just
           | because as a commercial company we have to ship a game, we're
           | not doing a research project.
           | 
           | So that's a long winded answer, sorry.
           | 
           | Yeah?
           | 
           | Student:
           | 
           | If you do do that, and people can read into what people are
           | actually doing in the game, won't that sort of interfere with
           | their expectations and simulation if the simulation doesn't
           | actually meet those expectations?
           | 
           | If they're reading too much into it, and it's not really
           | happening that way, won't they be sort of misled in there
           | expectations?
           | 
           | Will Wright:
           | 
           | Yeah it really comes down what the simulation is.
           | 
           | That, I think, would be addressed on the game design side.
           | 
           | Again, I mean, just in terms of reality, I don't think
           | there's any way I'm going to come anywhere close to
           | simulating a person.
           | 
           | With a lot of tricks, I can have these people walking through
           | the day, getting up, taking a bath or a shower, fixing
           | breakfast, going to work, while at the same time deciding
           | that I'm bored, I'm going to sit on the couch, I'm going to
           | turn on the TV.
           | 
           | And how you make that into a game design might have a lot to
           | do with how valid the simulation of the people has to be.
           | 
           | If it's a story kind of a game where you want drama to unfold
           | at the right time, and the conversation between these two
           | people is a crucial thing that happens before he gets really
           | upset and does that, then yes the model would need to be a
           | real simulation.
           | 
           | I really don't think we're anywhere near that though, I mean,
           | really I think, unless you're in a very very tightly confined
           | domain, you're going to have a hard time dealing with this
           | open-ended simulation about people in that way.
           | 
           | So I think really unfortunately we're not there yet, and I
           | think it'll be quite a long time before we are, so really we
           | have to constrain what the user is doing.
           | 
           | Now maybe it's just a dollhouse, maybe all I do is I have to
           | get two people to meet at a party, and everything else is
           | kind of indeterminate about what they say and all that, and
           | I'm moving furniture around.
           | 
           | So there are a lot of game design things we can do with this
           | without doing a personality model.
           | 
           | Don Hopkins:
           | 
           | You're saying a multi-user game would be easier to design
           | than an AI game, because you can use other people.
           | 
           | Will Wright:
           | 
           | Oh yeah, far easier, I think so.
           | 
           | Don Hopkins:
           | 
           | It's just the technology of communicating and time lags.
           | 
           | Will Wright:
           | 
           | This is how you're always building models of the system
           | you're playing with.
           | 
           | It's easy to build a model of a stupid computer agent.
           | 
           | It's hard to build a model of your head, while I'm talking to
           | you.
           | 
           | That's what's interesting, is trying to reverse engineer your
           | thought process.
           | 
           | Don Hopkins:
           | 
           | Yeah, there's a lot of commercial services like Worlds Away
           | and Habitat, things that have been done that only have other
           | people, no robots or anything, and they're pretty successful
           | just because of that.
           | 
           | Will Wright:
           | 
           | Yeah, people are pretty interesting.
        
             | amitp wrote:
             | Braitenberg vehicles are fascinating.
             | 
             | The doll story reminded me that there's tech out there that
             | is _expensive_ and _hard_ in a way that makes engineers
             | happy, but there could be some other much simpler tech that
             | makes the end users happier.
             | 
             | Example: AT&T kept advertising about how they're working on
             | video phones (hard tech: latency, bandwidth, cameras,
             | screens) but all I really wanted was SMS (easy tech by
             | comparison)
             | 
             | Example: Twitter is using some fancy statistical or machine
             | learning model (hard tech) to _guess_ that I 'm interested
             | in peru, deadpool, university of alabama. And I have to
             | _guess_ that it thinks that I 'm interested in peru because
             | I was reading about the guano war (I'm not particularly
             | interested in peru in general), and that I'm intersted in
             | deadpool because a friend of mine wanted to watch a
             | deadpool video on my tablet (I'm not interested in deadpool
             | myself), and that I'm interested in the university of
             | alabama because I was reading about alabama's role in the
             | Apollo missions (but I'm not particularly interested in the
             | university of alabama). They're doing something hard that
             | frustrates me, when they could've done something easy like
             | _ask_ me, and I would 've been happier with the results.
             | 
             | I like that in games, we can do something simple and let
             | the player's imagination/apophenia invent the rest. I
             | enjoyed a recent paper[1] about Caves of Qud generating a
             | plausible history to fit the events the player has seen so
             | far.
             | 
             | [1] https://www.freeholdgames.com/papers/Generation_of_Myth
             | ic_Bi...
        
       | gardenmud wrote:
       | Very cool! A lot of this tech _still_ is fascinating today.
       | Well... visually not so stunning, of course, but in concept and
       | execution.
        
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