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Chris,

You are missing the point here and mixing up Play and Game. You claim there is no choice in DDR, which is utter crap; the choice is simple: Will I manage to hit the next step, or should I skip it and guarantee that I make the next step.

Can't you see this?

You are a off the ball, you are talking semantics. Become less academic if you want to talk games...

This blog is off my RSS feed now!

Chris, it would appear that you may need to define terms that are key to discussions much earlier in the discussion :-). Of all the people I know, you are the most likely to play Humpty Dumpty's language game - "When I use a word, it means just what I choose it to mean — neither more nor less." This makes it harder for anyone else to follow what you're saying; and this in turn means that you are more likely to be ignored in a world where most of us are struggling in the grip of the information tsunami and perforce have limited attention.

This may or may not be of concern to you, of course!

Well, I for one found the discussion interesting at least - and since it was partly fueled by the semantic differences, it is still worthwhile to me. :)

On the other hand you could use the the full "activation of the orbito-frontal cortex" phrase every time. ;) I'm only semi-serious here obviously, but otherwise, there is so much room for misunderstandings. Damn the language!

Also, I do think Chris' core point stands, that some things we generally define as "games" "play" or "sport" involve extremely minimal (equates to practically none) 'activation of the orbito-frontal cortex' ie: weighing of the alternatives for a decision. So in that regard, the famous Meier quote is irrelevant.

Peter: it's important to recognise that this was originally a series of emails being passed between Nicole and I, the main focus of which was edits to the manuscript of the book. This discussion of choice was a sidebar that cropped up between the main points over the space of about a dozen emails; I restructured it here to make it work as a conversation.

Regarding my use of language, I'd like to make the distinction between my beliefs concerning language and my use of natural language. As you know, I believe that the meaning of a word is how it is used, which means that rather than static definitions words are symbols which connote various meanings depending on context of use, background of understanding, and individual beliefs.

But pragmatically, one cannot explicate all the dimensions of this nest of vipers at all times - I tried to behave this way at one point of my life and it drove me quite insane! My pragmatic solution was to proceed under normal conditions with my own lexicon as the default until it becomes apparent that there is a tangible disconnect. (Since I regularly consult multiple dictionaries to compare my terms to some sort of baseline, my own lexicon reflects more than just my personal beliefs - most of the time, at least!) I turn to discussion of terms when it's clear there's a difference in semantics. The obvious alternative - immediate definition of terms - makes casual discussions impossible, and this exchange was originally a casual discussion.

Remy: I agree with you - this talk came out of the semantic differences; without that, we would never have teased out all this content, which I thought was an interesting take on an old topic. I'm shocked that it could have caused offence, to be honest, but there you go - people are strangely temperamental beings! :)

What was interesting to me was this distinction between "choice" and "decision"... I believe there is no major disconnect between the common use of decision and my "activation of the orbito-frontal cortex"; everything that in general terms people would consider a decision fits this neurobiological descriptor most of the time.

And in this regard, anon raises an interesting point about whether there is a decision involved in rhythm-action games - although sadly, the equipment doesn't exist that could test this. My instinct - from watching my wife play - is that no decision takes place. It can't because the time it takes to make a decision (in my sense, which I'm claiming also corresponds to common usage to a fair degree) is significantly longer than the time it takes to process moves in DDR. So what happens? Does another part of the nervous system respond? Or can the OFC respond faster in some contexts?

I suspect the former. When my wife misses a beat in DDR, it's because she's out of step; there is no decision here - she simply picks it up from where it went wrong. It's all she can do - it's far too fast at the level of difficulty she plays for anything else. (See also the role of decision time in calculating braking distances). A novice player - such as myself - might try and play by making decisions of the kinds that anon flags, but such an approach is ultimately doomed as the difficulty of the game rises.

In this regard, I welcome some perspective from the fighting game community, who also must react faster than a formal decision can be made... yet I suspect that this *does* feel like a decision. It seems to me, from watching such play, that the responses are reflexes i.e. conditioned responses, so how does the player weigh up between them? Do they learn to read the situation, and respond accordingly? (Which would fit the timings involved). Or do they make a decision each time? (Which raises the question as to whether the OFC *can* work "in double time").

And yes, my point here remains as you explicate it: if we think of games and play in terms of a series of interesting decisions we are narrowing our focus quite radically. That this is a kind of play that all game designers enjoy only heightens the danger of this perspective skewing how games are made for a wider audience.

All the best!

Yep this is a really interesting area when it comes to fighting games. Sometimes it is pure reaction, but sometimes, you are making decisions ahead of time, usually based on "best guess" information that you have at hand.

For example, in SF2 one player with Ryu is throwing fireballs at the other. The player will be deciding should I block, jump straight up, jump over them or attack, or attempt to do some other kind of counter (your own fireball back if you have the time). There isn't long to make your choice but you are definitely making a choice and not going on some pre-conditioned response.

However, players tendencies become readable, and at its heart its this game of weighted rock-paper-scissors with regards to the options each player has available.

Wow, there's really so much to expand upon here it would take forever. I think this excellent post is relevant & great insight though (from a far better player than me!):
http://www.shoryuken.com/showthread.php?t=203774
He's examining the difference between prediction and reaction - different terminology, but I think you could almost replace 'prediction' with 'decision' at high level play. At low level play where the 'correct'(best) reaction moves are not known to all players, there may also be more decisions made even in reaction.

Remy: thanks for this! I agree with your suggestion that "prediction" would be a form of what I'm terming here "decision", namely a process of weighing up options.

Thanks also for the link... looking at this makes me wonder about the reaction process, which seems to be partly pre-established but also partly "pre-loaded"; as if the player weighing up the nature of the context of the battle establishes by decision what the possible reactions might be, and then primes the relevant reactions for response.

It's a fascinating area for research, although sadly not one that I can pursue myself. :)

Cheers!

I disagree with anon - without a perfect combo, the best scores are withheld from you - but in DDR, I think there are serious decisions to be made: which foot do I use to hit each arrow?

Typically, within a song this will be done on a reactionary basis but after failing to hit a button (or multiple buttons...) I'll play that moment over in my mind, considering if I could have used a different sequence of feet in order to set myself up better.

I think that the 'good game' quote implies a 'choice' is 'an evaluation of multiple actions/sequences of actions of potentially differing "value"'.

My first reaction before typing the preceding paragraph was to agree with you. However, even a slide or a rollercoaster can be an invitation to choose which action will maximise your fun. Will screaming and raising your arms heighten the experience? Or will sitting perfectly still allow you to better focus on the changes in pressure as the air rushes past your body?

Of course, there are variations within this and I imagine that some personalities would consider this in exactly the same manner as they would the question of 'what action will best preserve my empire?' in Civ.

Bezman: thanks for adding to this discussion!

The position you put forward here is the same as Nicole's, namely that choices are available in all situations. I am sympathetic to this view, but it has to be remembered that - just like my view - it is somewhat contrary to the view of games as being fundamentally composed of decisions in the stronger sense of the word, being rather the view that all play is effused with choices. Not all choices in such a view are equivalent to decisions in the other view, which strikes me as being much closer to the perspective of game theory.

As to this question as to whether or not there is a choice to be made in playing DDR... As I've said before, watching my wife there is no way any conscious decision is being made when she plays. She executes the "score" in the same way she would with music. True, there may be room for some self expression in this kind of activity, but this just goes to show the distinction between (game theory) decision and (aesthetic) choice.

I think I can highlight this example with the case of Space Channel 5, in which buttons are pressed, but few would argue there is a choice of which finger to press each button. The possibility might be there, but once one's hand is configured to the controller, the same finger keys the same button. I think my counter-example has some merit.

This discussion has widened the question of decision vs choice for me; Nicole's example of the slide offering choices was quite convincing to me, and your example of the rollercoaster reinforces it.

Cheers!

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