Paul Spinrad has posted some interesting thoughts about game design and real-world applications:
I’m fascinated at how complexity emerges from certain initial conditions, and independent actors competing within those conditions — i.e. from a game’s rules and its players. It’s a magic meta-formula that underlies a zillion things.
Some day we may discover a formal test for playability– whether a setup will go nowhere or explode into interestingness. (Which is probably also a function of mental capacity– a greater intelligence might find chess as boring as we find Tic-Tac-Toe.) If and when these meta-rules are understood, and we can do things like simulate evolution to levels of real-life complexity, it should convince at least a few more evolution deniers. In Darwin’s day, when timekeeping was a leading geek-magnet, theologists described God as the Great Watchmaker. If there is a God, I think “The Great Game Designer” would be more accurate.
I’m mainly talking about paper games here. In the same way that mathematical formulas distill and express universal laws of nature, simple board/card games capture essential social phenomena — this is a major avenue of research in Economics right? Is there a game like “Monopoly” that distills the phenomenon of an investment bubble growing and bursting? Or a game in which competition between players creates an ever-expanding complex that grows to require all available resources, and constantly presses to extract more? If so, the rules of this game should inform legislation that might increase the efficiency of medical insurers, military contractors, and the like (which is what competition is supposed to do, but in these cases, there seems to be a rule or two missing that takes the systems into another direction).
There are many phenomena I would love to see or come up with essentializing games for, and most of them seem to fall under the categories of consensus, hierarchy, group affiliation, and mating. For different aspects of these, I have numerous half-baked notions about what a group of players in a room could do. For example, draw a new Tarot card every round, and then have to agree on a single narrative that includes all of them in order. Or build the most accurate model of what other teams know and don’t know about a selectively concealed array of random numbers, communicating only through severely limited bandwidth.
– Paul Spinrad @ Boing Boing