So Twitch Plays Pokémon (affectionately known as TPP) has been
all the rage lately. For those who don’t know, somebody set up a Twitch stream
(Twitch being the game streaming service) with a ROM of Pokémon Red and allowed
players to input commands in chat. Soon thousands and thousands of people were
participating.
As expected, having
people simultaneously input commands is not a great way to play a game. At
first TPP rose in popularity because of how funny the concept is. The character
in the game moves completely randomly due to all the inputs (and the 14 second
delay between chat and game doesn’t help either). Yet somehow, the players got
3 gym badges in a couple of days . That fascinates me to no extent. If you look
at them playing, it looks completely random, but there is enough agency there
to actually play through the game. Thousands of players, surely some of them
being trolls, are able to to play the game, although slowly. There were of
course troubles (releasing the starter Pokémon or other top Pokémon into the
wild for example). But all in all, It’s been a success in a way only the
internet can make something a success. For example, here are all the religions
that have popped up in TPP.
When I first saw this, I told my roommate that I would have
done it using a tick system. Every 5 seconds, the chat would accumulate the
inputs as votes and do the command with the most votes. Turns out they ended up
adding a Democracy/Anarchy slider which allows for the same idea. Players, in
addition to typing in commands, can vote for democracy or anarchy. Anarchy mode
is how the original system was set up. But if enough people vote for democracy,
the tick system is activated. It’s really interesting how the players prefer
anarchy. Only when the game is really difficult do they end up going to democracy
mode.
I’ve always been a fan of crowdsourcing, even since one of
my professors at CMU, Luis von Ahn,
talked to us in class about his work with reCAPTCH and The ESP Game (check
those things out). Crowdsourcing playing a game is something I never thought
of, and it’s fascinating. I wonder what it takes to design a game that’s meant
to be played with a crowd, and how other examples of crowdsourcing play do it.
Here are my random musings on the subject:
It would have to be more than a simple voting system. There’s
a reason the TPP players prefer anarchy. It’s more fun, more interesting. I
feel like, with voting, you feel like your contributions to the action in the
game aren’t as significant (maybe why kids our age don’t vote in the real
elections?). In the TPP model, democracy mode is only enabled when trolls could
easily ruin the gameplay.
In the Civilization community, there is an interesting game
type that players have made up called Democracy games. A group of players play
a single game together from the point of view of a single Civ. But they run the
game as a government. There is the finance minister and the military minister.
The President gets to actually take the turns. There are election cycles. The
save file is passed around from president to president. It’s a great way to add
role-playing and social interaction to a game which otherwise doesn’t have it.
Perhaps a specifically-for-crowdsourcing game would use a similar system.
Another option might be to have a game where all the players
have the same goal, but there are many roles. And people in the crowd would
need to be able to perform all the roles to make sure the game goes according
to plan. A simple example of what I mean is this scenario: There is button A
and button B, and both need to be pressed 100,000 times, but if A is ever
pressed 1000 more times B, you lose (or lose hp or points. Now extrapolate that
to a better mechanic than button pressing and it might be successful.
All in all, this is a design space that’s pretty open.
Hopefully TPP inspires people to try designing more games that can be played by
a crowd.
TTP is quite an interesting idea in interactive mechanism. These "crowdsourcing" gameplay mechanism reminds me some BVW worlds which use similar gameplay idea, like Spectrum Rush(http://www.youtube.com/watch?v=9VeqXOOREnM) and Ballon Kings (http://www.youtube.com/watch?v=_hs_2O3vOtM&feature=c4-overview-vl&list=PLFC5CE00A1DFE6FCC). They utilize the "multiplaying" characteristic to enhance the "cooperation", "competition", and a little bit "out-of-control" feeling in the game. It's very fun and the intense of the game could be raised easily. However, when you take a closer look at those games, even for the Pokemon in Twitch's case, you will surprisingly find out how simple and elegant these gameplay design is.
ReplyDeleteRelevant xkcd: http://xkcd.com/1333/
ReplyDeleteThe TTP phenomenon is fascinating. The chaotic interactions of people actually moving through a game that is livestreamed... it is a very cool idea. Crowdsourcing has accomplished some really interesting things (wikipedia et al) but what is the most interesting is the *experience* created by TTP. You don't have to play (although you certainly can) to get the feeling of playing. It's random and hilarious, but it takes a game and totally changes the designed experience into something new and social.