Lockhart’s Lament

I’ve mentioned this essay in one of my previous posts, but I think it’s worth calling special attention to. You should read this essay if:

  • You loathe mathematics
  • You adore mathematics
  • You’re indifferent to mathematics and don’t see what all the fuss is about either way

Lockhart uses a clear and witty style to describe what he considers the biggest problem with contemporary mathematics education: namely, the complete lack of mathematics. A lot of his points are equally applicable to all areas of education, not just math! It was a real eye-opener for me when I first read it, and I hope it will be for you, too.

P.S.: The original link appears to have been taken down, so I’ve replaced it with a different one. This is the link where I first found it.

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“I Am Not My Government”

What are you most likely to hear from a citizen’s mouth when their country does something unspeakable? What is an American most likely to say when other countries hold Americans accountable for actions of war; torture; colonialism; corruption; and secret, nationwide, warrantless spying on their own citizens? “I am not my government. As an American citizen, my government may do bad things, but that doesn’t make me a bad person. I don’t endorse their actions.”

What would Thomas Jefferson do if he heard an American citizen speak these words? What would John Adams or Alexander Hamilton say? How would any of our founders respond? They would declare the American experiment an abject failure.

To say “I am not my government” is a rejection of the fundamental premise of a constitutional republic. To say “I am not my government” is to refute the ideal that we are a government BY the people, FOR the people. To say “I am not my government” is an admission of defeat; a tacit surrender of idealism to the harsh “practicalities” of a nation ruled not by people, but by money.

Money is not evil. But money, in itself, has no value. True value­­–as in values­­–comes from ideas, not printed slips of paper, and it is this value that was meant to be the real currency of exchange of our nation–it’s why the sharing of those ideas was considered important enough to be protected in the very first amendment to our Constitution. Ideas, true values, come from individuals, not from corporations. To surrender your stake in your government as an individual is to surrender a government of value, and replace it with one of fraud.

An America whose citizens must say “I am not my government” has failed its citizens. An American who says “I am not my government” has failed their government. A nation of people who admit “they are not their government” needs a new government.

Let’s start over. The founders of our nation could never have foreseen the scale of globalization nor the pace of technological change that are the cornerstones of our generation. Thomas Jefferson believed the Constitution should be rewritten, from scratch, for every generation. Our government has been run on more or less the same document for over two hundred years, and its age is beginning to show. We need a new one.

We need a revolution.

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Are We too Harsh on AI?

The search for true AI has been a long, slow, and bumpy one, and the more years pass it seems the slower progress has become. And yet, maybe we are being too harsh on our computers.  We expect our AIs to know everything, to do everything, perfectly, as soon as they are switched on.  Isn’t that a little unfair?  More importantly, isn’t it a little misguided?  In our search for the “perfect solution”, are we actively discouraging approaches that could lead us to machines that are truly intelligent?  Humans, after all, are neither perfect nor omniscient, nor are we born knowing everything.  In fact we are born knowing very little: most of the qualities of human intelligence that make it a desirable thing to replicate–such as language, creativity, and perception–are things we have to learn how to do, not things we are born with.  There is even evidence that such fundamental aspects of perception as object permanence and visual closure must be learned! Continue reading

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Play vs Prop: Games, Videogames, and Why Videogames Aren’t Games

What are games, exactly? It’s a tired question in the videogames industry, but it’s tired mainly because nobody has been able to agree on an answer. Many game designers are fed up with the whole debate and find all the semantic squabbling rather pointless, yet I think it’s telling that the debate persists. No other medium causes such confusion–everybody knows, and can easily identify, a book or a film or a sculpture or a painting. Videogames, on the other hand, are more ambiguous. Take Feed the Head, for instance–is it a game? Is it a toy? Is it something else? This is not a deliberately experimental work meant to push the boundaries of definition, this is a relatively modest (though delightful and admittedly surreal) work of simple entertainment. What about David Cage’s Heavy Rain? Is it a game, or is it an “interactive film”? Is there a difference? What about SimCity? Its own creator, Will Wright, attests that SimCity is a “toy”, not a game. Does this make other simulation games toys as well? And what does that mean for the toys? Could a toy, typically associated with the frivolous play of children, ever be art? Could one use a toy to tell a story, or convey emotion?

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GDC 2012 – The Rise of Games, the Birth of a Universe

What are games?

For many years now, that question has driven me to learn everything I can about the medium, to travel and meet as many people as I could find who shared my passion, and to refine my own ideas so that I could express them more clearly.  This has been my passion, my dream, ever since I was a kid: to see games mature and fulfill the tremendous potential that I could sense even in the early days, when I was still too afraid of losing to do anything but watch my friends play.  Last year, I went to the GDC to try and find others who shared this vision–and, more importantly, to find others who shared my vision of what games could become, what the miraculous technology of computers could make them.  I came away impressed and inspired, but also let down–what I saw was a commercial world where even those trying to break out of the mold were still thinking in limited terms.  They saw games as systems, collections of rules to be built and exploited.  They saw the advances of science and wondered how we could use them to make our games more popular, more engaging, more fun.  They saw other media and wondered how we could incorporate them into ours in order to strengthen it, to make it more than itself.  But few were asking the questions that I felt most deeply, and fewer still had any answers.  None were to my satisfaction.  True, there were some saying we shouldn’t emulate other media, that games’ strengths stand on their own.  And there were some saying that games could tell stories, that they could be artistic, that they could be used as a tool to comment on important issues and enhance the way we live.  But it didn’t seem to have occurred to anyone that maybe games were the art form we shouldn’t be emulating.  No one was saying that maybe, perhaps, video games could be meaningful without telling stories, that they could be beautiful without being artistic, that they could be useful without being treated as mere tools.

This year, I saw much of that change.  The industry, and those who work in it, are beginning to realize that games can be beautiful, useful, meaningful, and inspirational for their own sake, not in service to some other medium or purpose.  We are coming into our own as a medium of expression and power, and we are doing it not by becoming better at incorporating other media into our own, but by becoming more confident in the knowledge that our medium can stand on its own, without help from any other.  That is a marvelous thing, and if that was all I got to see in my lifetime I would be a very lucky man.

As it happens, however, that is not all.  We, today, are witnessing the rise of not one, but two art forms.  The first is a medium that has existed for millennia, that has shaped and sustained cultures the world over, that helps define who we are as living and learning creatures.  This is the medium of games, and it is a wonderful medium, and it deserves to be recognized.

But.

There is a second medium that is coming into its own, and this medium is so new and confusing it does not yet even have a name.  This medium is strange and wonderful and huge–it is a medium with at once more power and more scope than the medium of games, capable of infinite expression.  It is a medium so broad, in fact, that all others ultimately fall under its shadow–just as the seas flow into the ocean, just as all mountains are rooted in the earth.    It is a medium conceived by the algorithm, birthed by computers, and now being raised by game designers.  This is the medium that gives me shivers and permeates my dreams; this is my passion, this is what I wish to see.  I don’t want to be a game designer, really–there are already thousands of wonderful games in the world, and millions of people making them, most of them far better than me.  What draws me is the vast, uncharted places beyond games, the places that the computer has only recently made visible, has just barely made traversable.  I want to design for this new medium, where there are no precedents and no expectations.  After all, a poor path through the wilderness may nevertheless be remembered if it is the first–and this wilderness is so frighteningly vast, one almost cannot help but be the first simply by taking a few steps in.

So that’s where I’m going.  With a handful of other brave explorers, I’m going to start making tracks into this wilderness, searching for secrets in the jungle.  Care to join us?

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GDC 2012: Day Five

Congratulations!  You’ve completed level five of the GDC!  Here are the secrets you discovered:

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GDC 2012: Day Four

Today was the most fascinating and inspirational day yet! Unfortunaltely, I don’t have the time or the energy right now to cover everything I’d like. Instead, I’ll give you some bare-bones notes on what happened now, then come back and fill them in later.

Congratulations!  You’ve completed level four of the GDC!  Here are the secrets you discovered:

  • You heard Will Wright and Cliff Bleszinski talk about their inspirations, and realized they’re not that different from yours
  • You saw how the art in Dear Esther told a story through use of environment, and how realism can actually be detrimental to immersion
  • You realized that all your favorite games share the common element of strong “atmosphere”, and that having this quality in a game ultimately boils down to nothing more than having a strong, unique, and cohesive identity
  • GDC Microtalks 2012:
    • You witnessed David Sirlin discuss how giving the player less time to think can actually lead to deeper strategy
    • You felt the subtle yet powerful difference between competitive victory and cooperative victory during Mary Flanagan’s talk
    • You learned six things Dan Pinchbeck thinks we need to stop discussing about games
  • You learned several ways in which Pinchbeck told a story through the environment, music, and narrative of Dear Esther
  • You noted several games, books, and movies speakers mentioned that you should check out for inspiration

You’ve unlocked the final level!  Continue?  (Y/N)

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GDC 2012: Day Three

Congratulations! You’ve completed level three of the GDC!  Here are the secrets you discovered:

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GDC 2012: Day Two

Congratulations! You’ve completed level two of the GDC! Here are the secrets you discovered:

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GDC 2012: Day One

Congratulations! You’ve completed level one of the GDC! Here are the secrets you discovered:

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