SilasBarta comments on The Social Coprocessor Model - Less Wrong

22 [deleted] 14 May 2010 05:10PM

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Comment author: Nanani 18 May 2010 12:51:52AM 4 points [-]

Terrible analogy.

Video games have a lot of diversity to them and different genres engage very different skills. Small talk all seems to encompass the same stuff, namely social ranking.

Some of us know how to do it but just don't -care-, and that doesn't mean we're in fact bad at it. I think that is the point this comment thread is going for.

Comment author: SilasBarta 18 May 2010 01:00:25AM 8 points [-]

There's also the fact that video games ... have a freaking rule book, which tells you things that aren't complete fabrications designed to make you fail the game if you're stupid enough to follow them.

Comment author: Jack 18 May 2010 01:30:01AM 9 points [-]

I really like the idea of creating a video game with a deceptive rulebook.

Comment author: RobinZ 20 May 2010 02:55:12PM 13 points [-]

I thought for a bit that it would be interesting to have, say, a WWI game where the tutorial teaches you nineteenth-century tactics and then lets you start the game by throwing massed troops against barbed wire, machineguns, and twentieth-century artillery. The slaughter would be epic.

Comment author: Nisan 20 May 2010 06:27:15AM 2 points [-]

I really like this idea too. Portal does this to some extent, but the idea could be taken much farther.

Comment author: HughRistik 18 May 2010 02:08:37AM 4 points [-]

Not disagreeing with your general point, but...

...with video games, the printed, widely available strategy guides often tend to be lacking. For adventure games or Final Fantasy-type games, you can often get decent walkthroughs. But for many games, like say, Diablo II (thinking of the last strategy guide I read), the strategy guide sold in mainstream bookstores can't get you much farther than a n00b level of play.

To actually get good, the best thing to do is to go to online forums and listen to what people who are actually experienced at the game are saying.

In the case of both social skills and video games, the best way to learn is to practice, and to get advice from the source: people who already broke down the task and are experienced and successful at it, not the watered-down crap in mainstream bookstores.

Comment author: SilasBarta 18 May 2010 02:25:05AM *  5 points [-]

Right, but at least with video games, the rule book tells you what the game is, and what it is you're judged on. That gives you enough to make sense of all the other advice people throw at you and in-game experience you get, which is a lot more than you can say of social life.

Comment author: Nanani 19 May 2010 12:42:06AM 4 points [-]

You effectively answered your own comment, but to clarify -

Strategy guides on dead tree have been obsolete for more than a decade. GameFAQs is over a decade old, and it's the best place to go for strategies, walkthroughs, and message boards full of analysis by armies of deticated fans. People are still finding new and inventive strategies to optimize their first-generation Pokemon games, after all. Games have long passed the point on the complexity axis where the developper's summary of the point of the game is enough to convey an optimal strategy.

Your last paragraph is gold.

Comment author: Blueberry 26 May 2010 03:13:09PM 2 points [-]

This is something that's been discussed a few times on LW, but I don't think it's accurate. I don't think there are two sets of rules, a "real" one and a "fake" one. Rather, I think that the rules for social interaction are very complicated and have a lot of exceptions, and any attempt to discuss it will inevitably be oversimplified. Temple Grandin's book discusses this idea: all social rules have exceptions that can't be spelled out in full.

The status test (actually a social skills test) isn't to see if you fail by being stupid enough to follow the "fake" rules rather than the "real ones". It's to see if you're savvy enough to understand all the nuances and exceptions to the rules.