Audio Review: Will Wright
– Simulation Design
Article by Steve Rayson, Sales & Marketing
Director, Epic
At Epic we have all been excited recently by the potential
of audio files and iPods as learning devices. Thus when I came across
an audio file by Will Wright on www.itconversations.com
I downloaded it to my iPod and began listening. Will Wright for
those that don’t know was the founder of Maxis, the company
that created the world’s best selling PC game The Sims. This
is a game that my daughter spends many hours playing and hence I
was also interested to understand the way the game was designed.
In terms of the audio file I must state at the outset that it wasn’t
really designed as piece of learning. It was a recording of a lecture
including the question and answer session. The file was quite lengthy,
1 hour 44 minutes long! On the positive side the site allowed me
to download it as an iPod file. Initially I wasn’t sure I
would listen to it all but as I listened, I became very interested
owing to the enthusiastic delivery style and fascinating nature
of the content.
Will is a very amusing speaker and interesting individual. He explained
that when he gets a new game the first thing he does is work out
what you have to do and then do the complete opposite i.e. drive
the wrong way on a racing game. He also likes his children to experiment
in the same way and added “do you know that Barbie’s
hair is flammable?” I personally liked his style which made
me listen on.
In terms of content I became engaged early on by Will’s concept
of possibility space or game space. Part of his driving the wrong
way or more amusingly how he tried to get everyone in a war game
to make peace (he failed by the way) is to explore what the possibility
space is. He likes to see what the possibilities are early on and
understand how open ended the game is. I was also interested in
how simulation designers were drawing on theories of evolutionary
biology.
I think these two factors led me to listen further rather switch
to my music.
One difficulty of audio files emerged quite quickly and reflected
the particular fact this was a lecture. Will kept referring to his
slides which of course I couldn’t see. Later I actually went
on the internet and after a few Google searches found the set of
slides. The subject matter was quite technical and the slides helped
me grasp concepts which the audio left me wondering about. Will
went through a bewildering array of such models from network theory,
to propagation models, to system dynamics, adaptive theory, cybernetics,
population models, etc. All of which can be used to help create
the possibility space in a game and how things can change over time
during the game. Diagrams added a lot to my understanding of these
concepts.
However, I think the audio worked in the sense I listened to whole
lecture when I might not have read an article or book. It was easy
and convenient, I actually listened while walking the dog. I was
also sufficiently engaged to find out more and I got a feel for
Will Wright through the audio. His anecdotes worked well; for example
Maxis stands for ‘six am’ backwards and the computer
HAL in 2001: A Space Odyssey was so named because these letters
appear immediately before the letters IBM. I also liked his cautionary
tale of market research - after extensive analysis, it was estimated
he would sell 30,000 games. The Sims actually sold over 30m.
It would be unfair to be too critical of this audio as it was never
designed as a learning object. It would clearly have been structured,
broken down into smaller objects and included reflective/practice
exercises. However, I enjoyed the experience and it made me think
about design issues in a very different way. If you want to hear
Will yourself go www.itconversations.com,
and if you want his slides I have a set!
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