10,000 or 20,000 hours?


10,000-hour ruleMalcolm Gladwell introduced the concept of the “10,000-hour rule” in his 2008 book, Outliers. As Wikipedia describes it, “…the key to success in any field is, to a large extent, a matter of practicing a specific task for a total of around 10,000 hours.”*

Gladwell does not specifically say that 10,000 hours of practice or apprenticeship will make you an expert. Like most things on the internet, it has been altered in the transmission; dumbed down for the simplistic misquotes we love to pair with pictures of kittens or puppies on Facebook.

Rather what he said was that it will make you damned good. Way above the rest. A phenom, as Eric Dekkers said:

…he’s talking about those surprising success stories who stand head and shoulders above the elite performers in their industry. That one guy who is way better than the 31 other “best quarterbacks in the country.” That one woman who fearsomely dominates all other female tennis players in the world.

Still, the concept and the generalization behind it have not gone unchallenged. As science writer David Bradley wrote for the BBC,

Scientifically speaking, 10,000 hours is not a precise figure but shorthand for “lots and lots of dedicated practice”. Even 10,000 hours of dedicated practice may not be enough to give you the skills of a virtuoso. But whether you dream of playing at the concert hall, wielding the guitar, or taking part on the running track, 10,000 hours is a good starting point. Double that and you may even be winning international competitions.

Bradley also notes that 10,000 is a lot of time doing repetitive practice:

To notch up 10,000 hours would require about 90 minutes of practice every day for 20 years. This might explain why the typical child learning the piano will never make it to concert level. Three hours a day gets you to that stage within a decade, so start at the age of ten and you’re done before you’re out of your teens.

Imagine you’re a 10-year old starting violin lessons. Your parents make you practice an hour every school day, but give you weekends and holidays off. You might be able to get in 195 days or practice a year. At that rate, it would take more than 51 years to reach Gladwell’s 10,000-hour “expert” level.

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Mastery: Self Help or Just Opinion?


MasteryRobert Greene’s new book has me somewhat flummoxed. It’s not at all like his previous books. The other books of his I have were all ‘meta’ books – books about what others thought on various subjects: power, leadership, war, seduction, politics.* Mastery combines biography with exhortations to raise one’s self up to the level of mastery. We are all potential geniuses.

It strikes me as an overly-intellectualized self-help book. So far, anyway. I’m still only mid-book. But the little editorial conceit of capitalizing “Life’s Task” throughout the book already annoys me. That and it’s preachy, moralizing and somewhat condescending tone.

He also writes that, “No good can come from deviating from path you were destined to follow.” Destiny is a flimsy religious concept, not a psychological, developmental or scientific one. I find appeals to “destiny” as convincing as the claims of self-described “psychics.”

I personally don’t care for the usual lot of self-help books any more than I care to share motivational pictures or inspirational quotes attached to cute pictures of kittens and puppies, as often appear on Facebook. If you can be motivated more by a photograph of people rowing together than actually doing it, you’re not really motivated at all (and I’d hazard a guess that 85-90% of all the quotations posted on Facebook are either wrongly attributed or just plain wrong).**

Maybe it’s just me; but my experience as a publisher’s sales rep selling a seemingly endless stream of insipid self-help books on every topic has made me cynical towards the genre. I’m okay with do-it-yourself guides that offer tips and hints to help you work through a project or goal. But a lot of self-help books strike me as faux-psychological or saccharinely pseudo-spiritual. Plus a lot of them are mere flimflammery: become a psychic with these easy lessons, homeopathy in your kitchen, seven steps to crystal therapy or how to cure yourself with prayer instead of medicine.***

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Understanding the Municipal Conflict of Interest Act


Another of the Acts that direct municipal governance is the Municipal Conflict of Interest Act. While considerably shorter than the previously-discussed Municipal Act – eight pages, 15 sections and less than 3,500 words – it is of perhaps equal importance. While it may seem vague to outsiders, it was written to clearly identify the nature of a conflict in black and white.

The Act allows no grey areas: there are no “perceived” conflicts in law, only clearly defined legal ones. This is obviously intended by the stringent wording that lays out what construes a conflict of interest.

This clarity absolves everyone of trying to second guess the intention of the Act, or trying to interpret degrees of conflict.

As lawyer Stephen D”Agostino writes,

The Municipal Conflict of Interest Act (“Act”) places a significant burden and risk upon local representatives. The standard of care in the Act is greater than that placed on elected representatives at the federal and provincial levels. Since its original proclamation in 1972, the Act has been tested in the Courts on numerous occasions. Often, the context for the dispute involves circumstances outside of the Act; the remedies of the Act providing a convenient arsenal for strategic advantage… The Act follows a simple model. Generally, if there is a “matter” before Council that touches on the councillor’s “direct or indirect pecuniary interest”, then there is a duty on the councillor to refrain from participating in the decision-making process related to the matter. Unfortunately, when dealing with conflict matters, this simple framework has been complicated by statutory exceptions, inclusions, and judicial interpretations.

There are two kinds of interest in the Act: direct and indirect. While direct conflict is not clearly defined, indirect is:

Indirect pecuniary interest
2. For the purposes of this Act, a member has an indirect pecuniary interest in any matter in which the council or local board, as the case may be, is concerned, if,
(a) the member or his or her nominee,
(i) is a shareholder in, or a director or senior officer of, a corporation that does not offer its securities to the public,
(ii) has a controlling interest in or is a director or senior officer of, a corporation that offers its securities to the public, or
(iii) is a member of a body, that has a pecuniary interest in the matter; or
(b) the member is a partner of a person or is in the employment of a person or body that has a pecuniary interest in the matter. R.S.O. 1990, c. M.50, s. 2.

Further, the Act defines ‘controlling interest’:

“controlling interest” means the interest that a person has in a corporation when the person beneficially owns, directly or indirectly, or exercises control or direction over, equity shares of the corporation carrying more than 10 per cent of the voting rights attached to all equity shares of the corporation for the time being outstanding;

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Waterloo, 200 years later


The BattleThis June we will be a short two years from the 200th anniversary of the Battle of Waterloo*. It is expected to be a large event, especially since the 100th anniversary was not celebrated because it fell in the middle of WWI. That gives us enough time to reconsider the battle and to read the histories and reports about it. Wouldn’t it be grand to stand on the field that day, 200 years later?

I have been reading about Napoleon’s campaigns and the events of his reign for many decades, since the early 1970s when I first read David Chandler’s Campaigns of Napoleon (a book still on my shelves). Dozens of books have been written on the battle, and continue to be written.

I played through many, many wargames of his battles and campaigns, but always for wargamers, Waterloo was a popular and often-played battle. I still have copies of the SPI “Napoleon’s Last Battles” quad game, but, sadly, no one with whom to play it.

As Wellington called it, it was a “near run thing.” The chances for either side to win were close, and if you play the entire three-day campaign in a wargame, starting with the battles at Quatre Bras and Ligny, you have many strategic opportunities to see how history might have changed, had another path been taken, or a different result developed in these earlier clashes.

Looking back, the battle has become the stuff of legend, with not a small amount of mythology mixed into the tale. It was a relatively literate era, and afterwards many accounts of the battle were written, first-hand and the analysts who followed later. Historians have argued over many points in the day, what effect they had, what mistakes were made, what happened and what might have happened.

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Rasputin: Two Perspectives


Grigory RasputinPerhaps no character stands out in pre-Revolution Russia as much as that of Grigory Rasputin. He was influential, enigmatic, charismatic, secretive, held no office, yet had enormous influence on the events and people of the era. How could a barely literate peasant affect the destiny of an empire?

In many ways, Rasputin was the icon of the changing times, in others he represents the end of the old era, the last gasp of the autocratic, superstitious Russia. Mythologies grew up about and around him during his life, and even more so in death. No matter how you view him, he remains a subject of popular interest and his death continues to generate conspiracy theories, almost a century later.

The period from 1881* to 1921 is one of (for me) the most fascinating periods in Russian history.** While the rest of Europe was hell-bent on progress, development and industrialization (as well as colonialism), Russia was a bulwark of almost medieval attitudes and economics against the tide of progress. The fall of the Romanovs and the rise of the Soviets is intriguing.

The same period that saw some of the most brilliant Russian writers and composers also saw brutal anti-semitism, pogroms, and a recalcitrant autocracy digging in to preserve its perceived rights to absolute power.

From a global perspective, given the situation, the Russian Revolution was inevitable, although the resulting Soviet state was not. What it began as, and what it became, are two very different things. But that’s material for another post.

Nicholas Romanov, the last Tsar is one of those great, tragic characters of history; weak and unsuited for the mantle of power in turbulent times that changed the face of the nation and the West. His wife, Alexandra, while stronger, shares much of the blame for his fall from power, in part for her religious interference in secular political issues. And that’s where Rasputin comes into the story.

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The open government report


Accountability reportOn Monday’s agenda, council received a 21-page report from the clerk on the nature and mechanics of open government in Collingwood. This comprehensive report, titled the “Accountability and Transparency Policy,” because it also introduced a revised, formal policy, listed all of the bylaws, policies and legislation by which council and staff operate.

This is such an important and useful report that I felt it worthwhile to extract it from the April 13 agenda and make it available separately here. If you have not read it, or have any questions about how a council works and the rules that guide us, it’s worth reading. It opens by defining two terms:

Accountability: The principle that the municipality is obligated to demonstrate and take responsibility for its actions, decisions and policies and that it is answerable to the public at large.
Transparency: The principle that the municipality will conduct its business in an accessible, clear and visible manner and that its activities are open to examination by its stakeholders.

The report than goes on to further define how the municipality achieves these goals and why they are important:

Accountability, transparency and openness are standards of good government that enhance public trust. They are achieved through the Town of Collingwood adopting measures ensuring, to the best of its ability, that all activities and services are undertaken utilizing a process that is open and accessible to its stakeholders. In addition, wherever possible, the Town of Collingwood will engage its stakeholders throughout its decision making process which will be open, visible and transparent to the public.

The report then provides a comprehensive list of how we currently comply with the requirements, as well as what we do to enhance and better them:

The Town of Collingwood currently complies with a host of legislation, policies and procedures that maintain an open and transparent decision-making process. For the purposes of the Policy, the Town’s various policies, procedures and practices have been divided into the following categories:
1. Legislated Requirements
2. Financial Accountability, Oversight and Reporting
3. Performance Measurement and Reporting
4. Open Government
5. Internal Accountability and Ethical Standards

I won’t repeat all of the material that follows, but will include the section about “open government” which is really about local governance and the policies and procedures we already have in place to achieve this openness:

Open Government
The following are policies, procedures and practices that ensure the Town is transparent  in its operations and that residents are not only aware of how decisions are made and carried out, but that they are able to participate as well:

  • Council Procedure By-law
  • Public Posting and Distribution of Council Agenda Meeting Documentation
  • Public Notice By-law
  • Procurement By-law
  • Land Sale/Disposal By-law
  • Closed Meeting Investigator Policy and Retainer
  • Facility Naming Policies
  • Committee/Board Recruitment Policies
  • Land Acquisition Guidelines
  • Accessible Barrier Complaint Policy
  • Records Retention By-law
  • Social Media Policy

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Narrative and free agency in game design


World of WarcraftAs a former World of Warcraft player, I can attest to how compelling it is to play an immersive, massive, 3D role-playing game. Acting out scenarios in a fantasy world is more involving than merely reading a fantasy novel. You get addicted to being part of the narrative, to swinging the sword instead of just reading about it.

Just as when you’re reading a good novel and can’t stop turning the pages, you keep playing to see how the next chapter/adventure/scenario plays out, especially when you don’t always have to follow the script.

It’s not so much about the gameplay, as much as it is being part of the story. Well-designed games compel you to continue playing through a combination of action, puzzle solving, rewards and group activities.

WOW is an MMO – massive multiplayer online game – set in a fantasy world that draws much of its substance from Tolkein and other fantasy writers. Many of the role-playing games (RPGs) follow the pseudo-Tolkein model, but most follow paths laid out in fantasy literature (i.e. characters and novels by Robert Howard, Edgar Rice Burroughs, H.P. Lovecraft or more modern writers).

WOW is, of course, not the only game that offers that sort of setting, but at eight years old, with about 12 million subscribers, it’s both the largest and longest-lasting of them. It thus becomes the yardstick for measuring any other game in the genre. None of its competitors – Rift, Guild Wars, Lord of the Rings,Star Wars, etc. – have a fraction of the players.

RPGs owe their ancestry to a small box set of rules published in 1976, called Dungeons and Dragons. Written by Gary Gygax and Dave Arneson (whose name subsequently disappears from the list of authors in later printings), it essentially created the standards for fantasy role playing that are still in use today.

This is documented in great detail in Jon Peterson’s 700-page tome, Playing at the World (his blog is here). It was reading this book that got me thinking about game design again (and to dig through what few old wargames and rules books I have in the basement…).

In his introduction, Peterson identifies “freedom of agency” as one of the key components, “as much a necessary condition for inclusion in the genre of role-playing games as is role assumption.” The ability to make choices of action, of goal, and behaviour are central to a compelling game. In the Wired interview, linked above, Peterson defends gaming,

“…not as fads or disposable products of pop culture, but instead as a legitimate part of intellectual history, heirs to a tradition that stretches back centuries and involves many great thinkers and innovators.”

Which is similar to what I’ve been writing about for a few decades.* Gaming, at least in the simulation-style games, is not merely a pointless pastime, but rather an intellectual exercise.

Computer games have both redefined entertainment and set the bar for hardware and software development. Games are incredibly demanding of computer resources compared to, say, a spreadsheet. Consider the processing required to keep track of dozens, even hundreds of players who are interacting in 3D space in realtime, plus all of the geography, terrain, in-game trades and purchases, combat, weather and environmental effects. And to keep everyone in the game fully informed of all the events, locations and activities of their characters, pets, party members, resources, movement paths, mail… it’s a stunning amount of work.

Beyond the coding, there are some basic components any game needs to be successful:

  • Clearly defined purpose and goals;
  • Challenge;
  • Identifiable opponents to overcome;
  • Reward for accomplishing goals or overcoming challenges;
  • An understandable and accessible board geography where the game is played;
  • Clear and concise rules.

RPGs add other elements to create that immersive experience, including:

  • Connecting story/narrative;
  • Character choice, advancement and development;
  • Consequences of actions or behaviour;
  • Alternate races (orcs, elves, dwarves, etc.);
  • Role assumption (taking on the persona of a character in the story);
  • Free agency (the ability to move and act independent of the script);
  • Believable fantasy, alternate or futuristic world environment;
  • Clear sides with which the races align and which have competing goals.

Computer games have additional components:

  • Good graphics and visual appeal;
  • Good AI (artificial intelligence) and NPCs (non-player characters);
  • Believable environmental interactions, simulated physics and effects;
  • Appropriate sound (and sometimes music);
  • Interactivity with NPCs, environment;
  • Social activity (in MMOs).

Some RPGs (i.e. Fable, Witcher, Fallout 3), have more complex “consequences” built into decision making within their games. Certain choices – such as attacking or stealing from non-player characters (computer-controlled NPCs) or how you answer their questions – affect the way others relate to your character. How well these mimic actual social or personal behaviour is debatable. Mostly they seem to me merely designed to add chrome to role assumption. In some cases, they don’t really affect the game or quests.

Since these are solo games, rather than MMOs, you can usually save your game before you make a choice, then replay it with a different choice if you don’t like an outcome. That tends to dissipate the suspension of belief necessary for immersion.

I don’t include “fun” in any of these lists because fun, like beauty or taste, is subjective. Players will gravitate to the games that provide the highest entertainment value for their own interests and aptitudes. I, for example, never found WOW’s battlegrounds “fun” but always enjoyed questing and exploring (solo and in parties). Others eschew the quests for the PvP combat in the battlegrounds.

Can the storyline absorb the players sufficiently, for long enough to suspend belief, deeply enough to make you care about both the characters and the action? It depends on how well the narrative is scripted. A good storyline has to be crafted as carefully as a good novel and needs to generate a similar emotional response.

Clearly, however, game narrative is very different from a storyline in a book, since choice is a key element in gaming.

Quests can also be seen as ‘micro-narratives.’ In many games, the plot or story is merely a shell that contains numerous micro-stories presented as quests. Sometimes these are dynamic, so that the nature or goals of quest B depends on how or how well you accomplished quest A. However, the shell story needs to be coherent so players don’t simply feel they’re moving from one mini-game to the next for no reason.

A lot of games fall down with thin stories, pointless quests (collect X eyeballs or Y spleens), and predictable A-to-B-to-C plots. And too many depend more on action to move them along rather than plot or participatory narrative (i.e. Diablo III).

Patrick Holleman, on the Game Design forum, writes,

“…the difference between traditional games and videogames is that videogames have a world in which everything about the game, except for controller input, takes place. This world is created, controlled, and sometimes populated by continuous and discrete artificial intelligence. The player is a guest in that world, the central participant in its mechanics. Even still, the world is usually not driven by the player; it is the designer’s world, and should be studied as such.”

Holleman also asks, ”…whether or not videogames are similar enough to traditional narratives that we should study them the same way.” In response, he adds,

“To begin, it makes sense to admit that some portions of videogame narratives are exactly like books; the player reads them without interacting except to turn the ‘page’. Some narrative segments in videogames are exactly like movies; the player watches them without doing anything except pausing and unpausing. No decent videogame is entirely like movies or books. A movie creates a fictional world that one can see and hear, but viewers are locked into a guided tour that the filmmakers have scheduled for the viewer, and viewers can never deviate from that tour. In a videogame, on the other hand, the player is presented with a world that can be accessed largely at their own discretion. Videogames that are too linear—too much like the guided tours of movies—are often deprecated by critics and gamers.”

Interactivity is essential, but is not synonymous with narrative. Ernest Adams, writing in “Three Problems For Interactive Storytellers,” said,

“Interactivity is almost the opposite of narrative; narrative flows under the direction of the author, while interactivity depends on the player for motive power.”

In that same article, Henry Jenkins writes,

“You say narrative to the average gamer and what they are apt to imagine is something on the order of a choose-your-own adventure book, a form noted for its lifelessness and mechanical exposition rather than enthralling entertainment, thematic sophistication, or character complexity… Most often, when we discuss games as stories, we are referring to games that either enable players to perform or witness narrative events – for example, to grab a lightsabre and dispatch Darth Maul in the case of a Star Wars game. Narrative enters such games on two levels – in terms of broadly defined goals or conflicts and on the level of localized incidents. ”

Immersiveness also depends heavily on how much free will the player has, and the ability to write ourselves into the script. In games like Diablo III, the action is very linear and with little flexibility for explore or act outside the proscribed plot and territory. These games have little immersive value (and, at least with D3, little replay value, either). Others, like Mass Effect and Dragon Age, combine limited freedom with scripted activities and plots.

Morrowwind, Skyrim and the post-apocalyptic Fallout 3 provide a generally freely roam-able world, and in some cases, the ability to attempt quests well beyond your character’s level (some MMOs offer this, as well).**

While few solo RPG games offer such significant free agency, it is the hallmark of most MMOs. Holleman writes,

“World of Warcraft is another game heavily dependent on the depth and persuasiveness of its world; it has the benefit of being an ever-expanding world as well, with content updates and expansion packs. The first time through the game tends to be the best, from a narrative perspective. The structure of the quests (tasks with completion rewards) that guide gameplay are heavy on exploration, but often a bit short on variety, i.e. collect 10 quest items, for the millionth time. What makes these quests and dungeons compelling—at least the first time through the game—is that they are driven by a strong, interesting setting.”

Because RPGs have a character-building ladder system, the reason many players don’t explore the MMO environments more fully is usually that their characters are graded too low to survive in higher-level zones. Some sort of safe passage is sometimes offered (i.e. roads where hostile NPCs don’t patrol), or sometimes swift transportation is available (riding or flying mounts in WOW) to encourage more exploration.

Most MMOs have graduated zones for each race. These offer playable regions challenging for characters within that given range, such as levels 1-5, 6-10, 11-15, etc. You play your character in a zone until it levels up to be able to enter (and survive in) the next zone. Each zone has level-related quests to fulfill to aid your advancement.***

Completing all available quests is also part of the achievement ladder. Players are encouraged to complete all quests in all zones, regardless of their level. The problem with this system is that, in many MMOs, when your high-level character enters a low-level zone (for example, for another race), the quests are ridiculously easy but yous till want to complete them. On the other hand, quests are designed to get players to explore the entire zone while questing, which increases the sense of immersion.

Where most games have a defined end (in RPGs, usually the defeat of a final boss character), MMOs are often open-ended: they can be played after the characters have reached their highest level, accomplished all available quests and defeated all the boss characters. Usually such activities are social: group raids, battlegrounds and dungeons outside the formal narrative and questing lines (essentially making them into fantasy variants on the FPS-PvP line of gaming). It’s also possible to create new characters and start again from level one, often choosing a different race, type/class (warrior, priest, hunter, etc.,) or even alliance.

As the goal of game design, immersion is difficult to achieve: it depends on the interaction of several factors, as well as the independent activities of players outside the scripted narrative. It’s an interesting challenge that, so far, no single game has managed to meet fully, but it’s always interesting to examine the results.  ****

~~~~~

* I started wargaming in the mid-1970s, bought a computer in 1977, and by around 1980 was writing a regular column on computer games for Moves magazine, as well as writing articles for contemporary programming magazines. I wrote about computers and game design for several magazines in the 1980s including Antic and ST Log, and published a column on technology in Canadian newspapers for a decade from the mid 1990s, which often looked at game developments.

** First-person shooters (FPS) like Call of Duty and Medal of Honor usually combine scripted scenarios with open or semi-open gameplay in a small environment. Very few have a fully open environment (Far Cry, however was one).

*** Level grinding is when you rush through all the available quests solely to get your characters up to a reasonable level of strength to be able to use powers or traits unlocked at higher levels, and then to engage in multiplayer activities like dungeons and raids. It’s common in WOW to see level 60-80 characters doing level 1-10 quests to complete their achievement ladders. For the lower level players, this can be frustrating as you watch a higher-level character blaze through an area, taking quest items or killing quest characters with ease, forcing you to wait for them to respawn. Guild Wars 2 has a different approach. When the player’s level is higher than the zone, that level is reduced in that zone to make repeat and collective quests competitive. A level 35 character, playing in a 1-5 zone, will play at level 3-5. Weapon and armour strengths are decreased accordingly. This is somewhat offset by the character’s accumulated buffs, unlocked skills and so on, so it is easier but still a challenge. This heightens the immersive value of GW2.

**** One of the things in WOW that, for me, detracts from immersion is the cartoonish style of characters and buildings. Games like Rift and GW2 have tried to make the player feel less distanced through more realistic graphics and animation. However, none of them are up to the detail or lifelike characters we see in Call of Duty or Medal of Honor. Some licence must be allowed, of course, for fantasy races and characters.

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