Showing posts with label luck. Show all posts
Showing posts with label luck. Show all posts
Thursday, April 27, 2017
Luck
Luck
After reading Ch. 5 "Luck" in "Epistemic Luck", I wanted to organize a few thoughts/concerns before I forgot them...
(1) An definition of luck which gets presented, and then amended, is L1:
(L1) If an event is lucky, then it is an event that occurs in the actual world but which does not occur in a wide class of the nearest possible worlds where the relevant initial conditions for tha tevent are the same as in the actual world. (p. 128)
This definition is successful in making clear how what we call "lucky" is distinct from what we call "chance" or "accident" (even though, lucky events are usually associated with chance or accident). This is helpful because it isolates respects in which luck differs from these two related concepts, which had previously been taken by some to just "be" what luck is. Pritchard points out, though, that L1 needs some supplementing to be adequate. For one, L1 doesnt capture the "subjective significance" element of luck (and hence, an amendment (L2) is required; secondly, there need to be clear specifications about the initial conditions for events in nearby possible worlds.
There is an especially interesting section about L1 on pp. 129-130 that I think could be grounds for good discussion. Pritchard considers an objection to L1 on the grounds that someone might get a 50-50 guess right on a game show, and wed intuitively say that person is "lucky", and yet, it isnt the case that in a wide class of the nearest possible worlds (with the relevant initial conditions) the contestant would get the answer wrong. In fact, it would be right at half of them.
In responding to this, Pritchard first offers that he suspects our intuitions would shift to a "non-lucky" assessment if the game-show example were altered so that the contestant gets the answer right, but that rather than having two choices, one right and one wrong, she had four choices, three right and one wrong. Heres Pritchard: "If the contestant guessed correctly in this case then I think it would be unlikely that we would put this down to luck since the odds were squarely in her favour." (130). He adds: "This suggests that the correct reading of "wide class" in L1 is at least approaching half of the relevant nearby possible worlds, and that typically events which are *clearly* lucky will be events which do not obtain in most nearby possible worlds." (130).
My initial response to this suggestion is to think that:
* the guess in the 3-out-of-4-right case is *lucky*
* the guess in the 1-out-of-two case is *luckier*
* both guesses are *clearly* lucky.
It seems intuitive to me, actually, to think that if a man were to play Russian Roulette with a gun with a 99999 blank chambers, and only one loaded chamber, and shot at his head, and got the blank, that he would clearly be lucky, even though with the same initial conditions, the same result occurs in almost all nearby possible worlds. According to (L1) the event of the agents shooting a blank and not killing herself would not be lucky, and according to the later discussion of the gameshow objection, we could infer that the Russian Roulette case would not be clearly lucky because the worlds in which the chap gets the loaded chamber dont even come close to approaching half. Yet, it just seems wrong to say that "the fact that you didnt kill yourself wasnt a matter of luck."
This line of reasoning led me to think that L1 didnt quite capture the fact that some events are clearly lucky even if they obtain in almost all nearby possible worlds, and that the only thing that changes relative to the number of nearby worlds the events do not obtain in is the "degree" to which wed say they are lucky. And hence, my thinking was that whilst the Russian Roulette case (and the 3-of-4-case) are both clearly cases of luck, neither is lucky to a very significant degree.
But then... (as happens frequently)... I thought of a different case which makes me think that my initial problem with L1 might be vitiated. What I thought of was a case that is structurally similar to the Russian Roulette case, but which I am not prepared to say is clearly lucky.
Golf case:
Golf legend Ben Hogan was reported to have once gone an entire summer, of playing every day, without missing a single putt inside of six feet. This is quite remarkable, and probably amounted to 500 or so consecutive putts without a miss; let us suppose (justafiedly!) that during that summer, Ben Hogans putting was exceptionally skillful from that particular range. Now consider the event of Hogans having successfully holed one of those 500 (or so) putts that he made consecutively that summer. Do we want to say that he was lucky? The intuitive response is... well of course not.
This is probably because, in such a conversation, we would be contrasting luck with skill, and because Hogan was skilled and well-practiced, his having made that particular putt (say, the 350th of 500 putts) doesnt seem to admit of being a matter of luck.
Whats odd, though, is that Hogans chances of missing are much greater than 1 in 100,000 (the chances of getting the loaded chamber in Russian Roulette), and yet we (or at least I) might feel more inclined to attribute the Russian Roulette players having shot a blank at his head a matter more lucky than Hogan making his 300th of 500 consecutive putts.
And so what should be made of all of this? Perhaps two things:
(1) Granting that the Russian Roulette blank-shooter was lucky might lead us away from accepting L1 insofar as L1 would disqualify as lucky events that take place in almost all nearby possible worlds.
(2) My own initial assessment of the Russian Roulette case must be flawed; this is because I suspected that the degree of luckiness would correspond proportionally to the number of nearby worlds in which the event failed to occur.
Ill end this already-longwinded post by offering two suggestions. They appear like they could be auspicious only with regard to the spefic problem I have of trying to understand how it is that I arrived at the strange intuition that Hogans event of making one of those 500 putts is not lucky, whereas catching a blank is... (even though its much more likely that a blank will be caught than that Hogan will make.)
The first avenue of investigation here might be to consider Gricean conversational implicature as an explanation. When we talk of decisively sporting achievements, "luck" seems to be contrasted with "skill" rather than "likelihood of occurring", whereas in the context of a roulette discussion, skill is inherently out of the picture, and so luck would be understood in terms of strictly probability. And so, since it is incontroversial that Hogan is extremely skilled, we might find in a discussion of his feats ourselves inclined to deny luck, even if we would admit of a miniscule chance that his making the putt wouldnt take place (i.e. we might say he was not lucky whilst admitting that there is a 1 in 10,000 chance that he would have a seizure in mid-stroke and whiff the ball completely).
Another avenue here might be to look to Hawthornes "Knowledge and Lotteries", when he discusses how "parity reasoning" (p. 14) with regard to the likelihood of an propositions being the case leads the reasoner to feel less sure of a proposition than would be the case if she did not arrive at hear belief that the proposition will be the case through non-parity reasoning.
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Saturday, April 8, 2017
Marketing Dumb Luck and the Popping of the Indie Bubble
Marketing Dumb Luck and the Popping of the Indie Bubble
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| This article is kind of depressing, so here is a puppy hugging a kitten. |
Interesting game article in the news recently. This guy named Alexander Bruce wrote a puzzle game called Antichamber. It did very well. He just did an interview (written by Brendan Sinclair) about how its very important to do marketing and develop a good relationship with the press and your players.
The article contains a lot of questionable statements (by the writer, not Bruce) like
"Just a few years ago, developers didnt need to worry so much about their relationship with the end users."Does this match the experience of anyone trying to keep a small software company alive in the last few decades? The ability to keep a good relationship with end users was our best tool for staying alive. But I digress.
(Edit: Just to be clear, a lot of stuff Bruce says is very sharp and worth heeding, especially about how dealing with limited resources forces you to be clever.)
Despite the weird stuff, Bruce gets a bit of good advice in too. To a point.
Now, first, its evidence how amazingly sweet things have been for indie devs for the last few years that anyone would even think "You should do marketing." is news. When I started out writing shareware in 1994, the first piece of advice anyone ever gave anyone about anything was, "Yeah. Marketing. Do that."
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| Not the right way to market your game. |
Isnt it kind of an obvious bit of advice? When you finish your game, youll tell people, wont you? Is anyone trying to succeed at business by finishing their game, putting it in a lead box, and burying it in the backyard?
But here is where the article sort of falls apart. There are many paths to success in the indie biz, and each needs its own marketing plan. Each developer has their own set of strengths and weaknesses, both mental and in cash and time resources.
Just because one path (Hint: Steam) has been popular of late doesnt mean its the right one for that particular game (since the genre you are working in will require its own strategy, depending on how niche you are), or that it will be a plausible path forever. If you are trying to make it writing high-cost, boutique games in a serious niche field like, say, turn-based wargaming, following the strategy Alexander Bruce used for his puzzle game will lead to ruin.
You see, the conventional wisdom now is that, to make it in indie games, you need to blow it all on one big, flashy title. Spend all your time at GDC giving the gaming press hot oil massages. Then release it on Steam, get fifty articles written about you, and make meelions of dollars. Buy a Tesla, give interviews, have your next game be a 2-D platformer, and die happy.
But buried in the article is the real news. The little tidbit that really says where things are going ...
"Even being featured in a coveted place like the Steam Daily Deals doesnt mean as much as it used to."
Yes. This is true. A Steam Daily Deal used to mean doing a happy dance and putting on your Super Money Pants. What? Thats fading? Uh oh. And this is the beginning of the real story.
By The Way
Im not happy about any of this. A few years ago, there was a huge demand for indie content, and I had a bunch of quality games ready to go. I profited from this temporary state of affairs far more than I deserved. I am not gloating about sweet times coming to an end. My modest games will be the first on the chopping block.
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| I cant get rich selling THIS anymore? NO FAIR! |
On October 29, Steam accepted 100 titles for publishing from their Greenlight system. A HUNDRED. IN ONE DAY. JUST ON STEAM.
This is the problem with so many indie devs cozying up to the Escapist and Kotaku and the PA Report. There is a flood of new titles, so many that Humble Bundle sells them in Costco-sized bundles of a dozen for a dollar. A lot of good titles wont ever get that press. They just cant. Theres not room.
And thats just for the flashy titles (the "AAA Indies"). My turn-based, low-budget, word-heavy RPGs are a lot of fun and have a real audience, but nobody at Kotaku gives a crap about them, nor should they. Why would a Lets Play channel on YouTube want to do one of my games? Itd be like putting up a movie of someone reading a book. Alexander Bruces marketing path is useless to me, but my business is still valid. Has been for 20 years.
Also, the gaming community doesnt care about indies as much as we like to think they do. (Minecraft is an ultra-mega-uber hit, right? Well, Grand Theft Auto V made more than it in like 18 seconds.) The gaming press knows that gamers only want to hear about so many indies. Soon, theyll start picking who lives and who dies.
The point? Any article about marketing indies that doesnt mention the word "luck" is lying to you.
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| Even if she was alive, she still wouldnt want to play your 2-D platformer. |
I know all you young developers are brash libertarians who believe in a just, deterministic universe. So feel free to get angry at me for this part: Unless times are really good, you need luck for your business to succeed. You need the rare sort of good times where theres a ton of demand and very little product. A time like the period that is now ending.
Yes, Luck: Getting a good break. Meeting the right editor who will champion you or making the right publisher connection. My company, Spiderweb Software, has been lucky. Many times. Im not ashamed to admit it.
Worthy titles sometimes fall by the wayside now. There is no inherent universal justice that decides that the "best" games succeed, whatever you mean by "best". Some gamers will love you, and some wont. You have to hang on until one of those gamers becomes an editor somewhere. The more niche your product is, the longer you will have to wait.
Disagree? Think that everyone who fails only fails because they were lazy or stupid or just suck? Fine with me. Its your call if you need to believe in a universe based on justice and fairness. I hope someday to join you there.
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Heres how it works now. Everyone makes a team, puts something together with flash, pushes the heck out of it at GDC/PAX/whatever, and waits for Steam to wave its magic fairy dust wand and make them rich.
Which is great. If it works. But theres a problem. Theres still a lot of fairy dust in that wand, but its getting spread awful thin.
Is there another route to success in this business?
You could try what I did to make a long career. You could pick a neglected genre, write the best games you can for it on a limited budget in your spare time, release one game after another, and push your work where you can to build a loyal audience with word-of-mouth and good customer support. Then, maybe, years later, thanks to your persistence and hard work, you might go full time. A loyal audience can keep you in business through good times and lean.
All you need to make a game is a $299 computer, a chair, time, and some software which well pretend for the moment you didnt get on BitTorrent. It will probably look cruddy, but a lot of people dont care (and many people get off on the rough DIY thing). You wont be on Steam, but there are plenty of ways to sell it like on your own site. Itll be tough, but starting a new business is never easy.
When I did it (shut up, grandpa), there wasnt even the web. Now there are forums and communities galore. There are a million places to start assembling that customer base, and you dont even need to say the word Steam.
Is this possible? It should be. It happens. Im not the only small dev who has made a living this way. But, sadly, there arent many. I dont know how feasible the slow and steady building of a clientele is in indie gaming. I am, however, confident that were going to need to start finding out.
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| Dear God, please let Polygon notice meeeeeee! |
I think were in for an interesting few years in the computer game industry. I have my own opinion about the future of small game development, and its this:
If your game cant succeed based on word-of-mouth marketing, unless you get real lucky, you need to adjust your budget, your quality, or both.I know, I know. "Jeff Vogel is just being a crazy old coot again." Sure. Nobody wants to hear a whole business model being called into question.
But Ive lived through rich times and lean times, several of each. Small-scale software development is a rough business, and you need to operate lean and mean to live in the long term.
Some indie devs will use their bubble money to get big and survive. Anyone who cant grow huge and doesnt have the patience and persistence to go the small company path will have to seek opportunities elsewhere.
Dont get me wrong. I dont want to see anyone lose their jobs. Ive actively enjoyed seeing people who do what I do getting rich.
However, Microeconomics 101 is still true. When people start making a ton of money, they will attract competitors until nobody makes easy money anymore. Its an iron law of capitalism.
Alexander Bruce deserves his success, but it is important to remember that the path he described in his interview is only sometimes the best way, even if the press often treats it as the One True Route. Not everyone can market their way to success.
(Edit - The final sentence was perhaps a bit too hostile, so I changed it.)
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