There’s also the fact that video games … have a freaking rule book, which tells you things that aren’t complete fabrications designed to make you fail the game if you’re stupid enough to follow them.
I thought for a bit that it would be interesting to have, say, a WWI game where the tutorial teaches you nineteenth-century tactics and then lets you start the game by throwing massed troops against barbed wire, machineguns, and twentieth-century artillery. The slaughter would be epic.
This is something that’s been discussed a few times on LW, but I don’t think it’s accurate. I don’t think there are two sets of rules, a “real” one and a “fake” one. Rather, I think that the rules for social interaction are very complicated and have a lot of exceptions, and any attempt to discuss it will inevitably be oversimplified. Temple Grandin’s book discusses this idea: all social rules have exceptions that can’t be spelled out in full.
The status test (actually a social skills test) isn’t to see if you fail by being stupid enough to follow the “fake” rules rather than the “real ones”. It’s to see if you’re savvy enough to understand all the nuances and exceptions to the rules.
...with video games, the printed, widely available strategy guides often tend to be lacking. For adventure games or Final Fantasy-type games, you can often get decent walkthroughs. But for many games, like say, Diablo II (thinking of the last strategy guide I read), the strategy guide sold in mainstream bookstores can’t get you much farther than a n00b level of play.
To actually get good, the best thing to do is to go to online forums and listen to what people who are actually experienced at the game are saying.
In the case of both social skills and video games, the best way to learn is to practice, and to get advice from the source: people who already broke down the task and are experienced and successful at it, not the watered-down crap in mainstream bookstores.
Right, but at least with video games, the rule book tells you what the game is, and what it is you’re judged on. That gives you enough to make sense of all the other advice people throw at you and in-game experience you get, which is a lot more than you can say of social life.
You effectively answered your own comment, but to clarify -
Strategy guides on dead tree have been obsolete for more than a decade. GameFAQs is over a decade old, and it’s the best place to go for strategies, walkthroughs, and message boards full of analysis by armies of deticated fans. People are still finding new and inventive strategies to optimize their first-generation Pokemon games, after all. Games have long passed the point on the complexity axis where the developper’s summary of the point of the game is enough to convey an optimal strategy.
There’s also the fact that video games … have a freaking rule book, which tells you things that aren’t complete fabrications designed to make you fail the game if you’re stupid enough to follow them.
I really like the idea of creating a video game with a deceptive rulebook.
I thought for a bit that it would be interesting to have, say, a WWI game where the tutorial teaches you nineteenth-century tactics and then lets you start the game by throwing massed troops against barbed wire, machineguns, and twentieth-century artillery. The slaughter would be epic.
I really like this idea too. Portal does this to some extent, but the idea could be taken much farther.
This is something that’s been discussed a few times on LW, but I don’t think it’s accurate. I don’t think there are two sets of rules, a “real” one and a “fake” one. Rather, I think that the rules for social interaction are very complicated and have a lot of exceptions, and any attempt to discuss it will inevitably be oversimplified. Temple Grandin’s book discusses this idea: all social rules have exceptions that can’t be spelled out in full.
The status test (actually a social skills test) isn’t to see if you fail by being stupid enough to follow the “fake” rules rather than the “real ones”. It’s to see if you’re savvy enough to understand all the nuances and exceptions to the rules.
Not disagreeing with your general point, but...
...with video games, the printed, widely available strategy guides often tend to be lacking. For adventure games or Final Fantasy-type games, you can often get decent walkthroughs. But for many games, like say, Diablo II (thinking of the last strategy guide I read), the strategy guide sold in mainstream bookstores can’t get you much farther than a n00b level of play.
To actually get good, the best thing to do is to go to online forums and listen to what people who are actually experienced at the game are saying.
In the case of both social skills and video games, the best way to learn is to practice, and to get advice from the source: people who already broke down the task and are experienced and successful at it, not the watered-down crap in mainstream bookstores.
Right, but at least with video games, the rule book tells you what the game is, and what it is you’re judged on. That gives you enough to make sense of all the other advice people throw at you and in-game experience you get, which is a lot more than you can say of social life.
You effectively answered your own comment, but to clarify -
Strategy guides on dead tree have been obsolete for more than a decade. GameFAQs is over a decade old, and it’s the best place to go for strategies, walkthroughs, and message boards full of analysis by armies of deticated fans. People are still finding new and inventive strategies to optimize their first-generation Pokemon games, after all. Games have long passed the point on the complexity axis where the developper’s summary of the point of the game is enough to convey an optimal strategy.
Your last paragraph is gold.