The responsibilities and challenges of programmed luck.
On Sept. 16, 2007, a Japanese YouTuber who goes by the handle “Computing Aesthetic” uploaded a forty-eight-second-long video with the deafening title, “ULTRA MEGA SUPER LUCKY SHOT.” The video shows a high-scoring shot in Peggle, a vastly popular video game, loosely based on Japanese pachinko machines, in which a ball bearing clatters down the screen, accruing points as it bounces through a crowd of candy-colored pegs, which disappear shortly after being touched; more bounces, more points. Although Peggle involves some skill—before firing the ball, the player must carefully aim the launcher that dangles at the top of the screen—you are principally at the mercy of the luck of the bounce. In Computing Aesthetic’s footage, the points pile up as the ball bounces fortuitously between pegs. To underscore the seemingly miraculous shot, Beethoven’s “Ode to Joy” blares euphorically until, in the video’s final moments, the ball bearing sinks into the bucket at the base of the screen and the words “FEVER SCORE” flash onscreen. The description on the video, which has been watched nearly a quarter of a million times, reads, “I couldn’t balieve this when it happened!!!!!!!!!”
Computing Aesthetic’s video is just one of nearly 20,000 such YouTube clips labelled with the words “Peggle” and “Lucky,” uploaded by players so amazed at their good fortune in the game that they were moved to share the achievement with the world. But these players may not be as lucky as they’ve been led to believe. “In Peggle, the seemingly random bouncing of the balls off of pegs is sometimes manipulated to give the player better results,” Jason Kapalka, one of the game’s developers, admitted to me. “The Lucky Bounce that ensures that a ball hits a target peg instead of plunking into the dead ball zone is used sparingly. But we do apply a lot of extra ‘luck’ to players in their first half-dozen levels or so to keep them from getting frustrated while learning the ropes.” Tweaking the direction of any given bounce by just a few compass degrees—but not so much that the ball swerves unrealistically in mid-air—is enough to encourage beginners and not make the game too unbelievable, Kapalka said.
Fairness is the unspoken promise of most video games. Controlled by an omniscient and omnipotent designer, a video game has the capacity to be ultimately just, and players expect that it will be so. (Designers also have an incentive to be even-handed: A game that always beats you is a game you’ll soon stop playing.) And yet, when video games truly play by the rules, the player can feel cheated. Sid Meier, the designer of the computer game Civilization, in which players steer a nation through history, politics, and warfare, quickly learned to modify the game’s odds in order to redress this psychological wrinkle. Extensive play-testing revealed that a player who was told that he had a 33 percent chance of success in a battle but then failed to defeat his opponent three times in a row would become irate and incredulous. (In Civilization, you can replay the same battle over and over until you win, albeit incurring costs with every loss.) So Meier altered the game to more closely match human cognitive biases; if your odds of winning a battle were 1 in 3, the game guaranteed that you’d win on the third attempt—a misrepresentation of true probability that nevertheless gave the illusion of fairness. Call it the Lucky Paradox: Lucky is fun, but too lucky is unreal. The resulting, on-going negotiation among game players and designers must count as one of our most abstract collective negotiations. (...)
In mechanical games, luck is the player’s saving grace against the mechanism itself. In the early 1950s, the Chicago-based pinball manufacturer Gottlieb noticed that novice pinball players would occasionally lose a ball in the first few moments of a game. So it introduced an inverted V-shaped metal wall that, during a game’s opening seconds, would rise between the flippers at the base of the machine in order to keep an errant ball from disappearing down the gulley. In newer pinball machines, the blocking gate, known as a “ball saver” (a phrase invented by Chicago Coin for its 1968 pinball machine, Gun Smoke), is controlled by software; whether the wall rises or not is a matter of luck, of a kind that has been engineered into the algorithm.
In fully digital video games, luck is even more deeply baked into the experience, and must be actively simulated. When the soccer ball sails past the goalkeeper in FIFA, or when, inexplicably, a herd of race cars slows down to allow you to catch up, a game designer’s hand has just acted to provide some ghostly rigging. The effect of this manipulation is to flatter you and thereby keep you engaged. But it’s a trick that must be deployed subtly. A player who senses that he’s secretly being helped by the game will feel patronized; after all, luck is only luck if it’s truly unpredictable.
Which is where the problems begin.
On Sept. 16, 2007, a Japanese YouTuber who goes by the handle “Computing Aesthetic” uploaded a forty-eight-second-long video with the deafening title, “ULTRA MEGA SUPER LUCKY SHOT.” The video shows a high-scoring shot in Peggle, a vastly popular video game, loosely based on Japanese pachinko machines, in which a ball bearing clatters down the screen, accruing points as it bounces through a crowd of candy-colored pegs, which disappear shortly after being touched; more bounces, more points. Although Peggle involves some skill—before firing the ball, the player must carefully aim the launcher that dangles at the top of the screen—you are principally at the mercy of the luck of the bounce. In Computing Aesthetic’s footage, the points pile up as the ball bounces fortuitously between pegs. To underscore the seemingly miraculous shot, Beethoven’s “Ode to Joy” blares euphorically until, in the video’s final moments, the ball bearing sinks into the bucket at the base of the screen and the words “FEVER SCORE” flash onscreen. The description on the video, which has been watched nearly a quarter of a million times, reads, “I couldn’t balieve this when it happened!!!!!!!!!”
Computing Aesthetic’s video is just one of nearly 20,000 such YouTube clips labelled with the words “Peggle” and “Lucky,” uploaded by players so amazed at their good fortune in the game that they were moved to share the achievement with the world. But these players may not be as lucky as they’ve been led to believe. “In Peggle, the seemingly random bouncing of the balls off of pegs is sometimes manipulated to give the player better results,” Jason Kapalka, one of the game’s developers, admitted to me. “The Lucky Bounce that ensures that a ball hits a target peg instead of plunking into the dead ball zone is used sparingly. But we do apply a lot of extra ‘luck’ to players in their first half-dozen levels or so to keep them from getting frustrated while learning the ropes.” Tweaking the direction of any given bounce by just a few compass degrees—but not so much that the ball swerves unrealistically in mid-air—is enough to encourage beginners and not make the game too unbelievable, Kapalka said.
Fairness is the unspoken promise of most video games. Controlled by an omniscient and omnipotent designer, a video game has the capacity to be ultimately just, and players expect that it will be so. (Designers also have an incentive to be even-handed: A game that always beats you is a game you’ll soon stop playing.) And yet, when video games truly play by the rules, the player can feel cheated. Sid Meier, the designer of the computer game Civilization, in which players steer a nation through history, politics, and warfare, quickly learned to modify the game’s odds in order to redress this psychological wrinkle. Extensive play-testing revealed that a player who was told that he had a 33 percent chance of success in a battle but then failed to defeat his opponent three times in a row would become irate and incredulous. (In Civilization, you can replay the same battle over and over until you win, albeit incurring costs with every loss.) So Meier altered the game to more closely match human cognitive biases; if your odds of winning a battle were 1 in 3, the game guaranteed that you’d win on the third attempt—a misrepresentation of true probability that nevertheless gave the illusion of fairness. Call it the Lucky Paradox: Lucky is fun, but too lucky is unreal. The resulting, on-going negotiation among game players and designers must count as one of our most abstract collective negotiations. (...)
In mechanical games, luck is the player’s saving grace against the mechanism itself. In the early 1950s, the Chicago-based pinball manufacturer Gottlieb noticed that novice pinball players would occasionally lose a ball in the first few moments of a game. So it introduced an inverted V-shaped metal wall that, during a game’s opening seconds, would rise between the flippers at the base of the machine in order to keep an errant ball from disappearing down the gulley. In newer pinball machines, the blocking gate, known as a “ball saver” (a phrase invented by Chicago Coin for its 1968 pinball machine, Gun Smoke), is controlled by software; whether the wall rises or not is a matter of luck, of a kind that has been engineered into the algorithm.
In fully digital video games, luck is even more deeply baked into the experience, and must be actively simulated. When the soccer ball sails past the goalkeeper in FIFA, or when, inexplicably, a herd of race cars slows down to allow you to catch up, a game designer’s hand has just acted to provide some ghostly rigging. The effect of this manipulation is to flatter you and thereby keep you engaged. But it’s a trick that must be deployed subtly. A player who senses that he’s secretly being helped by the game will feel patronized; after all, luck is only luck if it’s truly unpredictable.
Which is where the problems begin.
by Simon Parkin, Nautilus | Read more:
Image: Wren McDonald