I think the main issue here is that expertise must be conceptualized with respect to a particular activity or set of activities in order for it to maintain its essential meaning. The nature of expertise is also restricted to a specific range of tools the brain embodies (as in “embodied cognition”); in other words, it is not the hand the knows what to type, but rather the keyboard that knows what to type. To be clear, my cognitive capacity is effectively extended and reshaped by the interaction with the keyboard, so in effect the nature of the expertise will be limited specifically to the final cause (in the philosophical sense) of the activity itself. I like to think of it as the mind further approximating the function of the game, or activity, over time serving as a kind of analogy to the ever-accumulating expertise therein.
Taking the example of chess versus a modern-day computer-enhanced strategy game, the modes of embodiment are vastly different, and so the kinds of expertise to be expected should naturally diverge. However, I would not be so pollyannaish as to assert that playing StarCraft 2 (or Chess) would be “really useful”, unless you’re playing for money to help you in some specific goal outside of the game itself. That is going a bit too far, in my opinion. We already know that the nature of expertise is such that it only operates at the level of the activity one is engaged in, and will not generalize (or transfer) far from that domain of activity.
For instance, the expertise in knowing the layout of a keyboard and being able to type commands without a second thought (being constantly honed by a game that demands it) will transfer to the tasks (of other games) that require the same input on a keyboard (and will differentially benefit from those quick reflexes), but the specific tactics and techniques learned in-game will generally not find much use beyond that game, and I do believe that is what we’re getting at with a game like SC2 insofar as “expertise” is a concern here.
Similarly with chess: one might very well have excellent reflexes, honed in certain other tasks, and know many strategies and techniques for other things, but they won’t apply to the space of chess, and so vice versa for chess to other activities. (And we already know that typical memorization techniques used in chess really don’t help with memorizing anything else.)
Having said all that, I wonder whether or not there might be a prime example of the game of general expertise par excellence out there, one that touches on many domains simultaneously… Perhaps the Glass Bead Game? Ah, never mind. But, in all seriousness, the way of the game is probably the only way we’ll ever find out if such a thing exists and will permit the mind to approximate the function of life all the more perfectly.
By the way, I don’t know how it is the researchers in the article don’t think there hasn’t been such a “satellite view” of expertise before, particularly on the note of chess. Hasn’t anyone told them of the Chess Tactics Server? ( http://chess.emrald.net/ ) Chumps to champs aplenty there.
I wonder whether or not there might be a prime example of the game of general expertise par excellence out there, one that touches on many domains simultaneously...
Probably not. While in video game design there are general competencies you can rely on, there are both mutually exclusive challenges: fast paced FPS games like Quake 3 cannot be played like slower paced FPS games like Call of Duty, players who attempt to transfer their skills without understanding this don’t succeed; and balance problems, where the addition of game elements overshadow others like in Alien Swarm where there are five effective weapons even though there are fifteen other options and some of them are dismissed unfairly because they are introduced to players who haven’t seen a need for the skills they ask. Both of these factors, however, mean that challenges and tradeoffs go hand in hand in your game’s design.
That all said, people do try. Spore is the readiest example of this to me: the mishmash of different games doesn’t really work, the way they tried to address the challenge balancing issues means that four fifths of the game design is effectively useless, but it’s an instructive game nonetheless.
Excuse me for waxing over-philosophical in my last message, since I said “might be” rather than “currently is”. To be clear, I’m referring to the practical possibility (if not the straightforward logical possibility) of such a game existing.
I suppose, in any case, that one form such a game has the greatest chance of succeeding in meeting that (rather vague) designation would involve its exhibiting the most generality within its gameplay, such that the kinds of cognitive requirements put upon users would not necessarily involve specific skills or skill acquisition per se, but rather a kind of mystifying push-without-training-wheels that permits the mind to shape itself however it sees fit to accomplish the task—which then creates problems for users by forcing them to constantly modify their adopted strategy or preferred tactics.
One such game that comes to mind as a (tentative) example is Dual N-Back (or related variants) that does not directly demand any specific strategy or conceptual framework for it to be taken on by a user. One has no specific input on how to tackle it, but when the user gets the hang of it, the game naturally changes the rule(s) or framework, forcing the user to adapt once more. Such a game most certainly involves expertise (a lot of time spent playing it and getting better).
But, yeah, with most, if not all, generally recognized games, it is pretty clear that with the kinds of skills demanded of a user it may be quite difficult to maneuver certain other skills and make such a game feasible.
I think the main issue here is that expertise must be conceptualized with respect to a particular activity or set of activities in order for it to maintain its essential meaning. The nature of expertise is also restricted to a specific range of tools the brain embodies (as in “embodied cognition”); in other words, it is not the hand the knows what to type, but rather the keyboard that knows what to type. To be clear, my cognitive capacity is effectively extended and reshaped by the interaction with the keyboard, so in effect the nature of the expertise will be limited specifically to the final cause (in the philosophical sense) of the activity itself. I like to think of it as the mind further approximating the function of the game, or activity, over time serving as a kind of analogy to the ever-accumulating expertise therein.
Taking the example of chess versus a modern-day computer-enhanced strategy game, the modes of embodiment are vastly different, and so the kinds of expertise to be expected should naturally diverge. However, I would not be so pollyannaish as to assert that playing StarCraft 2 (or Chess) would be “really useful”, unless you’re playing for money to help you in some specific goal outside of the game itself. That is going a bit too far, in my opinion. We already know that the nature of expertise is such that it only operates at the level of the activity one is engaged in, and will not generalize (or transfer) far from that domain of activity. For instance, the expertise in knowing the layout of a keyboard and being able to type commands without a second thought (being constantly honed by a game that demands it) will transfer to the tasks (of other games) that require the same input on a keyboard (and will differentially benefit from those quick reflexes), but the specific tactics and techniques learned in-game will generally not find much use beyond that game, and I do believe that is what we’re getting at with a game like SC2 insofar as “expertise” is a concern here. Similarly with chess: one might very well have excellent reflexes, honed in certain other tasks, and know many strategies and techniques for other things, but they won’t apply to the space of chess, and so vice versa for chess to other activities. (And we already know that typical memorization techniques used in chess really don’t help with memorizing anything else.)
Having said all that, I wonder whether or not there might be a prime example of the game of general expertise par excellence out there, one that touches on many domains simultaneously… Perhaps the Glass Bead Game? Ah, never mind. But, in all seriousness, the way of the game is probably the only way we’ll ever find out if such a thing exists and will permit the mind to approximate the function of life all the more perfectly.
By the way, I don’t know how it is the researchers in the article don’t think there hasn’t been such a “satellite view” of expertise before, particularly on the note of chess. Hasn’t anyone told them of the Chess Tactics Server? ( http://chess.emrald.net/ ) Chumps to champs aplenty there.
Probably not. While in video game design there are general competencies you can rely on, there are both mutually exclusive challenges: fast paced FPS games like Quake 3 cannot be played like slower paced FPS games like Call of Duty, players who attempt to transfer their skills without understanding this don’t succeed; and balance problems, where the addition of game elements overshadow others like in Alien Swarm where there are five effective weapons even though there are fifteen other options and some of them are dismissed unfairly because they are introduced to players who haven’t seen a need for the skills they ask. Both of these factors, however, mean that challenges and tradeoffs go hand in hand in your game’s design.
That all said, people do try. Spore is the readiest example of this to me: the mishmash of different games doesn’t really work, the way they tried to address the challenge balancing issues means that four fifths of the game design is effectively useless, but it’s an instructive game nonetheless.
Excuse me for waxing over-philosophical in my last message, since I said “might be” rather than “currently is”. To be clear, I’m referring to the practical possibility (if not the straightforward logical possibility) of such a game existing.
I suppose, in any case, that one form such a game has the greatest chance of succeeding in meeting that (rather vague) designation would involve its exhibiting the most generality within its gameplay, such that the kinds of cognitive requirements put upon users would not necessarily involve specific skills or skill acquisition per se, but rather a kind of mystifying push-without-training-wheels that permits the mind to shape itself however it sees fit to accomplish the task—which then creates problems for users by forcing them to constantly modify their adopted strategy or preferred tactics.
One such game that comes to mind as a (tentative) example is Dual N-Back (or related variants) that does not directly demand any specific strategy or conceptual framework for it to be taken on by a user. One has no specific input on how to tackle it, but when the user gets the hang of it, the game naturally changes the rule(s) or framework, forcing the user to adapt once more. Such a game most certainly involves expertise (a lot of time spent playing it and getting better).
But, yeah, with most, if not all, generally recognized games, it is pretty clear that with the kinds of skills demanded of a user it may be quite difficult to maneuver certain other skills and make such a game feasible.