Tuesday, January 24, 2012

My thoughts on tech & education


Apple recently got lots of press for its move into textbook publishing, but the attention was secondary to another, more significant, announcement made a few weeks earlier. On January 3, Khan Academy announced that Vi Hart would be moving to Mountain View and joining its team.

The Khan Academy, founded by Salman Khan (a former hedge fund manager), is a not-for-profit, online venture that is currently revolutionizing K-12 education. If you want to know how, here is the obligatory TED video. With over 4 million unique users each month, the Kha Academy is attracting high-profile attention, including funding from the Gates Foundation.

Vi Hart is lesser known but her engaging videos explaining mathematics have been viewed millions of times. Want to get a taste? Check out this story. Hart does not quite do what the Khan Academy does but she operates in the same space. Her interest is not in the standard K-12 curriculum but broader concepts of mathematics; the stuff students rarely see before college.

The fact that these two are getting together demonstrates something important regarding online education. Experiments are happening and the successful ones are complementary to one another. In particular, both Khan and Hart have evolved a particular style of video instruction. It is a style that removes the lecturer from the picture. Previous videos for educative purposes did not do that. Many universities, for example, spent a lot of time recording their lecturers and professors. Sometimes the results are incredible. But more often than not, the format was stale. Part of the reason is that giving a lecture is different from making a video. A lecturer has to have a sense of the room while moving back and forth from PowerPoint slides or a blackboard. It is hard to capture that on a video. Moreover, the same lecture spoken over the top of a slide deck won't quite work on video. To see this, see this example of my own. It is fine, but somehow not very engaging.

The Khan Academy broke through this format issue by not making videos as if the student were sitting in a classroom but as if he or she were sitting next to them at a table. Indeed, that is how Khan started out — tutoring his nieces and nephews over Skype. So it is more personal but, more importantly, it is the sort of thing that is easy to pause, rewind, and review.

Vi Hart's style is different. She is speaking to an audience, but a YouTube audience is not a classroom. What she does cannot be done in a classroom because she has to speed up the images relative to her speech. That takes work and imagination to get right. And Hart is not the only one who has developed this skill. Just take a look at this series of videos by C.G.P. Grey. The underlying technology is PowerPoint but it is accelerated beyond what one could do in a lecture hall. The result is incredibly engaging and compelling. It also manages to explain complex arguments without oversimplifying them.. Finally, 321 FastDraw has made a business out of accelerated doodling.

These developments stand in sharp contrast to what Apple has focused on. Making textbooks more interesting is a noble cause. Making them cheaper is something more important still. But in the examples Apple gave us, the materials were multimedia. The focus was the text, and out of the text lifted pictures, more interaction and videos that were documentary in style. The problem is that the textbook itself embeds a certain style of learning. For one, it is linear. A curriculum is supposed to start at the beginning of the textbook, build on chapter by chapter until the end is reached. The Kahn Academy requires building but does not set out a path that all students must follow. Apple has built note-taking into its software, but when you think about it, when students have to take notes, you've failed to teach them.

But more importantly, the way a textbook is used in the classroom compels standardization in learning rates. All students are supposed to be "on the same page" so that an instructor can give complementary class material. The problem, as Clay Christensen has recently emphasized, is that students rarely learn at the same rate, let alone in the same way. Thus, in designing the interaction between teacher activities and either textual or online learning, the goal is to break free of the strict complementarity that compels step-by-step advancement of the group. Instead, online learning has to provide the means by which students can learn and master at their own pace. The idea is to unbundle the teacher's time from the class. Instead of a teacher's attention being broadcast, it needs to be divided up into smaller packages and doled out as needed by individual students or smaller groups. That is the promise of online or digital learning: allowing teachers' time to become divisible rather than a block.

There are people out there, for the most part far removed from traditional education, who are experimenting and working out how to make modular, compelling content that can free teacher time. They are finding each other and that is great news for the future.

This post was originally published on HBR Blogs (23rd January 2012).

Monday, January 23, 2012

Narrative not a game mechanic?

Introduction
I just stumbled upon Raph Koster's "Narrative is not a game mechanic" and found that it contains some stuff that I do not really agree with. Now, thinking somebody on the internet is wrong happens all the time, but I think this article brings up some stuff that warrants a reply. While it has up a few good points, it also contains views on a few concept that I think can be quite damaging when trying to expand upon the medium of videogames.

"Game"
The word game is a very broad and fuzzy one. I can refer to boardgames, gambling, politics, drug dealing, sports and whatnot. For more part of the the article, Raph seems to be talking about videogames (given the black box analogy and that he specifically says "racing videogame"), but then later on slot machines and choose-your-own-stories are used as examples. Now one can see this as just using simply making a point, but I think the unclarity leads to an important issue: Videogames are very different from other games like chess, football, etc even though they are often lumped together.

The main reason why videogames are different is because they strictly impose rules upon the player. It is not really possible to play a videogame wrong, whereas playing football or chess (the physical versions) the wrong way are very easy. A videogame is more than a few game-rules, it is every single rule that you can possibly experience. Even basic laws of nature like friction and gravity play an essential role in a videogame. Videogames are not about following a specific rule-set, they are about being present inside a virtual world. The only way to really play a videogame incorrectly is to change the very fabric of its virtual reality, or to find some kind of exploitable flaw. (This is not strictly true, as one could say playing Mario and only running back and forth the first few pixels is not the correct way to play it, but I think I make my point).

In case you want more discussion on this, Chris Deleon goes into the issue a bit deeper here. My main point here is just that when discussing videogames, it is very common that all other kinds of games get thrown into the mix, and that is exactly what happens here. This does not mean that we should try and learn from other kind of games, but when we want to talk about the strength and weaknesses of our medium, we need to be clear what it is we are really talking about.

(I know I do say "game" when I really mean "videogame" from time to time. I hope I have become more clear on what I mean in later posts though. Also note that I sometimes simply use "game", after having just said "videogame" to make the text less repetitive. With that said, I hope I do not get too hammered because of improper usage :) )


A series of problems
This is something that have annoyed me for some time. It is the idea that videogames must pose some kind of challenge to the player. It leads to all kind issues, most importantly the idea that one needs to have trial-and-error in videogames. In my mind it is this kind of thinking what has been holding back videogames for quite some time.

In Raph's article, this thinking is best exemplified by:
"Cut the problem inside the black box, and you have a slideshow."
Once you get into this kind of mindset, I feel that there is so much you are missing out on. For instance, Amnesia would not have been possible to create if we had not let go of the belief that every meaningful interaction must have some kind of problem and challenge at heart. It is also a statement that makes videogames like Dear Esther impossible to create. It even dismisses a lot of what makes Silent Hill so great as bad videogame design. Needless to say, I think this is a very silly statement to make.

My view on the core of videogames is not that should to provide us with problems, but to immerse us in engaging virtual worlds. Sometimes problems are useful for doing this and sometimes not. But they are never what lies at the core of the experience.


Feedback is for fun
The way the article talks about feedback (graphics, sound effects, etc) is in a very simplistic manner: They are simply there to enhance the underlying mechanics. I believe that feedback, in any sensory form, can be a lot more than that. I think that visuals, etc can lie at the front and the mechanics can be a way of exploring them, hence you tweak the gameplay according to your visuals instead of the other way around.

Instead of seeing feedback as rewards for problem-solving, I think we should see them as a way to increase the feeling of presence in our virtual worlds. It is the ability to "kick back" that makes the virtual worlds of videogames so compelling and so different from other media like novels and film. If we see feedback as a tool of immersion, we can also stop seeing all interaction as problems. I think this brings forward a more inclusive view of what a videogame can be and is also much better at forming a platform for evolving the medium than the old narrow view.


"Narrative"
I think there is a quite a confusion with words in the article. Narrative, in film theory, is how the story is told (how characters and plot are put together). When Raph talks about narrative in the sense of choose-your-own-adventure games, he is really referring to the plot. It is not narrative, but plot (ie some very specific events), that act has the reward for the player whenever they provide input.

It is much better to say that narrative is the subjective entirety of the session. This also goes along with Chris Bateman's view that all games tell a story and more interestingly that all art are games of some form. One could also take the view (which I do not) that narrative is, like in film, the way in which the story (plot and characters) are told, in which case narrative would be an umbrella term for game mechanics. In any case I do not think Raph's usage of the word is correct and a better title for his post would be "Plot is not a game mechanic". By saying it this way, I think the main point gets no stranger than "animations/sound/etc are not gameplay mechanics".

This might seem like a useless discussion in semantics, but I honestly think it is quite important. Right now, story, plot and narrative are mixed up to mean pretty much whatever, making discussions like "should our game focus on story" pointless. Language is our main tool for thinking, and if we cannot have a proper terminology, we will not be able to think properly.

The article's example from Batman: Arkham City is to me a very clear example of this kind of bad thinking. By saying that the "video of the Joker playing on a television set" is a narrative element, but then dismissing the entire climb that came before it as such, one is really missing out on the strengths of the videogame medium. For me I the Joker video is pure plot, a bit of needed exposition and not what is interesting. What is interesting is the climb up the cathedral. Here the player takes on the role of becoming Batman and, while performing interactive actions, forming a very compelling narrative.

As I have written before, in order to improve story-telling in games we need to consider stories beyond their plots.


End notes
Most of this post has been about meaning of words and of how to approach some concepts, but I hope that I still showed that it is a very important issue. Videogame is a medium that have grown from simplistic simulations, arcade machines and boardgames. This legacy has put its mark on a lot of nowadays thoughts on design, many of which are holding the medium back. The only way to move forward is to reassess this line of thinking and remove ingrained preconceptions of what a videogame is and needs to be. Not until we break the bonds of the past can we freely explore the future.

Friday, January 20, 2012

Back on the radio

It has been a while but I did a radio interview on Parentonomics the other week. It is now posted online and you can listen to it here. I'm on about 3/4 of the way through. 

My best line was my last one and it was a little obscured. "I'm wistful for the days you could just change a nappy and the smell would be gone. With a teenager smell removal is much harder."

Monday, January 2, 2012

Best of 2011

Since 2012 is here I thought it might be a good time for a short best of 2011 list! Note that only games that have been released during 2011 are included (and not games that I have played last year). So without further ado, here are my top picks from the past year (starting in reverse order, to make things exciting!):


3 - Portal 2

What I liked the most about Portal 2 were these little moments where you really felt immersed in the world. For example if you hesitate to follow Wheatly's advice and a make a not very safe looking leap down, he will try to persuade you using hilarious quips. These (unfortunately sparse) moments created this kind of special connection to characters you rarely see in games. There also exists a very strong sense of place in Portal 2. I think this is mostly created by how the dialog and environments come together and interact. Unfortunately most of this is in the first third or so and the game becomes more and more drawn out during the end. There is also a lot of really lackluster puzzle sections where you are simply trying to find the right area to place a portal. Despite these short comings, Portal 2 had me quite engaged and proved to be one of the better experiences of last year.


2 - To the Moon

I think the most interesting aspect of this game is how it in some ways is a culmination of a 25 years JPRPG pixel dramaturgy. The emotional displays of the simplistic sprites are very limited, but are used to perfection and creates a very powerful and mature narration. The game also feature very interesting take on puzzles and action. Sometimes it is possible to decide how much challenge you want and at other times the activities are irrelevant and simply there to make you more connected to the world. Unfortunately this is at its best at the start of the game and it gets progressively worse. The end even contains a terrible action sequence.
What really brings the game home though, is how To the Moon manages to bring up mature themes in a way that is extremely rare in videogames. These play out in fairly non-interactive situations and thus are not any kind of revolution. But simply seeing a game where the core experience is a meditation on love, relationships, memory and what is really important in life, makes me really happy and hopeful.


1- Sword and Sworcery
This is by far my favorite game from last year. The videogame's strong focus on making something that blends interaction, music and visuals creates a really engaging experience. This is truly a game that aims to take you inside a another world and it is all about living it instead of trying to beat it. Another thing I really liked about it is how the game does not force you into continuing playing it. Sword and Sworcery actually explicitly tells you to take a rest and come back later between chapters. In an industry where it is all about getting players hooked and never stop playing, this is extremly refreshing to see. Combined with this, the game also asks you to reflect upon it and encourages the player to not just have a shallow, addictive experience. I really hope to see more of this! The game is not without flaws of course. There are lots of problems with the often annoying combat, repetitive puzzles, the twitter integration did not feel needed and some of the writing feels a bit too quirky and lazy. Still, Sword and Sworcery is quite the thing and I urge all of everyone to give it a go.


Now I am interested to hear which 3 games from 2011 were your favorites!