WEBVTT - Life the Game

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<v Speaker 1>From how Stuff Works dot com. This is the stuff

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<v Speaker 1>of life. Welcome to the Stuff of Life. I'm your host,

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<v Speaker 1>Julie Douglas. Does life ever feel made up to you?

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<v Speaker 1>Like if you squint hard enough, it could all pixelate

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<v Speaker 1>before your eyes? And that, beyond a few guiding principles

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<v Speaker 1>like building up our resources, finding shelter, and protecting our

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<v Speaker 1>limited lifespans, that everything else is up for tweaking, that

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<v Speaker 1>we can create and demolish our lives several times over.

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<v Speaker 1>And did these ideas begin to form in the womb

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<v Speaker 1>the time when we were surrounded by light and dark shadows,

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<v Speaker 1>mysterious sounds, and strange taste. After all, it was the

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<v Speaker 1>first virtual sensory playground we ever knew, a reality external

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<v Speaker 1>to us, filled with possibilities. We just needed a storyline,

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<v Speaker 1>a narrative, to gather up the sensations put into ideas

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<v Speaker 1>and then find a purpose a quest. Even in this way,

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<v Speaker 1>you could say that life is just a game, one

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<v Speaker 1>that we're born into. My name is Sadie and I

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<v Speaker 1>like to play Minecraft. I'm seven years old. I just

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<v Speaker 1>like how the the natural terrain makes it feel like

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<v Speaker 1>real life, except there's not like the other shapes except

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<v Speaker 1>there's squares and circles, but um, I like it because

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<v Speaker 1>the natural terrain is just it's just outstanding. In this episode,

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<v Speaker 1>we look at how we create games within the game

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<v Speaker 1>of life. We talked to an app developer about using

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<v Speaker 1>data to level up and meet new challenges. We visit

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<v Speaker 1>a game design company and find out how the wild

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<v Speaker 1>world of the multiplayer online battle arena works. And we

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<v Speaker 1>check in with my house to works coworkers, two of

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<v Speaker 1>them World of Warcraft veterans, about the allure of stepping

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<v Speaker 1>into another universe. But first we look into the idea

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<v Speaker 1>of running our lives like a game. Do you ever

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<v Speaker 1>feel like in real life you sometimes are playing a game. Yeah, sometimes,

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<v Speaker 1>except it's kind of more easier to control yourself in

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<v Speaker 1>real life or the game in real life. Some would

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<v Speaker 1>say we're predisposed to engage in gaming to better control life.

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<v Speaker 1>Think of all the ways we're participating in a kind

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<v Speaker 1>of game of data, albeit unintentionally. There's the scoring system

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<v Speaker 1>of social media, where the more followers and the more

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<v Speaker 1>likes to the thoughts that you distribute to your followers,

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<v Speaker 1>the greater the reward to your ego. And then there's

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<v Speaker 1>the more mundane stuff like building up your reward points

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<v Speaker 1>on airline carrier for some future adventure you imagine you

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<v Speaker 1>might have. The thing is that some of us will

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<v Speaker 1>gain our lives no matter what. For instance, Ben Franklin

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<v Speaker 1>might have been the first life logger, the first person

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<v Speaker 1>to try to evaluate every aspect of his existence. And

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<v Speaker 1>for the Ben Franklin's among us, they're living in the

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<v Speaker 1>golden age of information. Does this movement called quantified self

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<v Speaker 1>that is made up of people who already tracking lots

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<v Speaker 1>of these things about their life and trying to define

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<v Speaker 1>insights and correlations kind of like we're doing. That's Josh Sharp,

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<v Speaker 1>the co founder of the app exists. This is a

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<v Speaker 1>personal analytics platform that collects all of the data that

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<v Speaker 1>you're already tracking about your life and tries to find

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<v Speaker 1>trends and insights in that data. So we track things

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<v Speaker 1>like your steps and your sleep, events that you have

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<v Speaker 1>on during the day, your productivity, social media stats, even

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<v Speaker 1>the weather, and then we can find relationships between these

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<v Speaker 1>things and how they affect your habits and what happens

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<v Speaker 1>during your day. The app also has a mood component

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<v Speaker 1>that asks you to rate your day from one to five,

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<v Speaker 1>along with a few notes that you can jot down

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<v Speaker 1>about the specifics, and this is where some pretty interesting

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<v Speaker 1>insights arise when the app analyzes the data and finds

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<v Speaker 1>correlations and then allows you to be a detective. So

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<v Speaker 1>in terms of mood, I have insights that I have

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<v Speaker 1>a better day when I have more events on and

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<v Speaker 1>when I get more steps, it's likely to be something

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<v Speaker 1>like going to the theater or going through to a

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<v Speaker 1>concert or having coffee with friends rather than something work related.

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<v Speaker 1>So I know that when I'm out doing things and

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<v Speaker 1>seeing people, combining that with the steps correlation, I also

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<v Speaker 1>mentioned that's what makes me have a better day, and

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<v Speaker 1>that's interesting to me because as an introvert that works

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<v Speaker 1>from home, I'm not seeing people a lot of the time,

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<v Speaker 1>and I'm often not motivated to make the effort to

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<v Speaker 1>go out and do that. So it's quite powerful to

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<v Speaker 1>have that reminder you should go out and do stuff more,

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<v Speaker 1>you should see people. It will make you happier. There's

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<v Speaker 1>even the ability to see what sort of correlations emerge

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<v Speaker 1>from the music you listen to. If I want to

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<v Speaker 1>be more productive, I have a correlation that I listened

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<v Speaker 1>to more Radiohead and more Ryan Adams when I'm more productive.

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<v Speaker 1>I don't know how Ryan Adams would feel about that.

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<v Speaker 1>More generalized findings are that people tend to reap themselves

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<v Speaker 1>happier on Fridays and Saturdays, but Sunday and that's more

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<v Speaker 1>of a so so day. By the time people are

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<v Speaker 1>rating their moods on Sunday night, they're dreading and going

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<v Speaker 1>back to work on Monday. And we actually can see

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<v Speaker 1>from from our data across all of our users that

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<v Speaker 1>people have the worst day of the week on Mondays

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<v Speaker 1>and Tuesdays. That's not to say that we're all going

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<v Speaker 1>to have crappy Mondays and Tuesdays, only that statistically the

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<v Speaker 1>odds are fire for it. And while all this information

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<v Speaker 1>is intriguing, Josh Sharp found that it's the mood aspect

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<v Speaker 1>to the app that's most popular with users. This ability

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<v Speaker 1>to build out a story about their day. And we

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<v Speaker 1>weren't really sure how how well this would work because

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<v Speaker 1>it's the one thing that you have to do manually.

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<v Speaker 1>We can't grab this style from anywhere else. You have

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<v Speaker 1>to tell us how your day was. And it turns

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<v Speaker 1>out that it's a really powerful habit. People really like

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<v Speaker 1>reflecting on their day at the end of the day

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<v Speaker 1>and picking this writing for whether the day was okay

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<v Speaker 1>or good or great. Um, And so we found that

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<v Speaker 1>this is kind of built up a habit for many users,

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<v Speaker 1>but they'll enjoy reflecting on the day at the end

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<v Speaker 1>of the day. Well, some of us use data to

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<v Speaker 1>build reality and feel empowered. Some of us use data

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<v Speaker 1>to unlock skills and achievements in a parallel world. I

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<v Speaker 1>just think about like, um, if oh, let's say, um,

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<v Speaker 1>I'm hiking through a jungle and I discover a jungle tempole,

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<v Speaker 1>I feel really accomplished because those things are kind of rare.

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<v Speaker 1>And yeah, so actually trying to really were Is there

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<v Speaker 1>anything else that we haven't covered here that you would

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<v Speaker 1>like to talk about Minecraft that you want people to know, Um, well,

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<v Speaker 1>how to make an iron golem? The Minecraft golem is

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<v Speaker 1>an imposing figure, an attribute it shares with another gaming archetype,

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<v Speaker 1>the tank. Some players are going to choose a character

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<v Speaker 1>who's more defensive and tanky, and their job is to

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<v Speaker 1>suck up damage from the other team. That's Todd Harris,

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<v Speaker 1>co founder and CEO of High Res Studios, a game

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<v Speaker 1>to elopment company that specializes in games like Smite, which

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<v Speaker 1>uses a third person multiplayer online battle arena. He's describing

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<v Speaker 1>one of the archetypes that a player can take on

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<v Speaker 1>when joining a team. Someone else on the team is

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<v Speaker 1>going to be more aggressive and maybe be able to

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<v Speaker 1>do a lot of damage, but they're going to be

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<v Speaker 1>pretty fragile, more of a glass cannon it's called in gaming,

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<v Speaker 1>where they need protection of their teammates, but they're going

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<v Speaker 1>to be able to output a lot of damage. And

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<v Speaker 1>so just like a game like basketball, where you have

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<v Speaker 1>specializations between the center and the guard and you probably

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<v Speaker 1>can't switch those players, people over time developed these specializations

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<v Speaker 1>and at the very beginning of the match, they will

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<v Speaker 1>within the match lobby call out their role. They're saying,

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<v Speaker 1>I'm going to play support, or I'm gonna play jungle,

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<v Speaker 1>or I'm going to take the mid lane, and the

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<v Speaker 1>community knows that the other roles have to be filled

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<v Speaker 1>if they want the best chance to win. For a

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<v Speaker 1>little context here, Smite is based on ancient myths. Players

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<v Speaker 1>can take on the visage of seventy five different mythical beings, gods,

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<v Speaker 1>and goddesses from around the globe. You could be a

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<v Speaker 1>tank like Athena or Hermes, or a hunter like Egyptian

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<v Speaker 1>goddess Nief. Once they have their roles, and let's say

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<v Speaker 1>I'm going to be more of a tank. I'm going

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<v Speaker 1>to be kind of a more supportive character with a

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<v Speaker 1>lot of health but not be able to do a

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<v Speaker 1>lot of damage. Well, now within the game, there's going

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<v Speaker 1>to be you know, ten to twenty different characters. I

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<v Speaker 1>might choose to fulfill that role. I'm really good at

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<v Speaker 1>the character Sylvanas. He's a tree god who was a

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<v Speaker 1>small character inside of a giant tree, and he has

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<v Speaker 1>four abilities that have been designed to be consistent with

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<v Speaker 1>his lore, with his mythology, but makes sense within our

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<v Speaker 1>universe and our game rules, And so I will have

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<v Speaker 1>had to have mastered those four abilities and work in

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<v Speaker 1>conjunction with my teammates who also have four distinct abilities,

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<v Speaker 1>and then go up against another team. If you're already

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<v Speaker 1>seeing a matrix of characters, players and skill levels beginning

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<v Speaker 1>to form, then it's easy to understand why this kind

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<v Speaker 1>of game requires something called a matchmaker. Behind the scenes,

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<v Speaker 1>we have software that's called the matchmaker, and its job

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<v Speaker 1>is to make sure that your group of five is

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<v Speaker 1>evenly matched as evenly as possible with another group of

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<v Speaker 1>five it knows every game that you played, how many

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<v Speaker 1>you won, how many you lost, and even whether you

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<v Speaker 1>want or lost, what your contribution level was. And matchmaking

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<v Speaker 1>is very simple if it's a one versus one game,

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<v Speaker 1>but when it comes to a team game, it's much

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<v Speaker 1>more complicated because you have to parse out the individual

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<v Speaker 1>skill level combined with the team and what if out

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<v Speaker 1>of the five people on the team, two people play

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<v Speaker 1>together all the time and they were matched with another

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<v Speaker 1>three people that play together all the time versus three

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<v Speaker 1>people who are randoms. So there's a lot of both

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<v Speaker 1>math and really machine learning algorithm around what makes a

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<v Speaker 1>good match. Most players are aware that the matchmaker is

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<v Speaker 1>running behind the scenes, but not I'll realize the amount

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<v Speaker 1>of world building that goes into every one of the

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<v Speaker 1>characters that they play. Take the Egyptian goddess Nith. Fifteen

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<v Speaker 1>different people will contribute to her character, beginning with a

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<v Speaker 1>researcher who constructs her mythology explore the whole universe. Then

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<v Speaker 1>once that's isolated down, a three D modeler is actually

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<v Speaker 1>going to construct the geometry. It's basically like digital sculpting,

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<v Speaker 1>and most of those people have sculpting backgrounds. Then in

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<v Speaker 1>an artist is going to do the texture work and

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<v Speaker 1>actually think of it as painting on the colors and

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<v Speaker 1>the materials of the character. Where's their skin, where's their

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<v Speaker 1>cloth and fabric, where's their metal? What colors are going

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<v Speaker 1>to be presented? How is that consistent with the mythological

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<v Speaker 1>pantheon and feels like it fits within the family. Then

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<v Speaker 1>a rigger is going to get involved. Who's going to

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<v Speaker 1>put virtual bones and take that static sculpture and make

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<v Speaker 1>it so that it can be manipulated by the next phase,

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<v Speaker 1>which is an animator who's going to be breathing life

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<v Speaker 1>into the character and doing key frame animation for every attack.

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<v Speaker 1>Then it goes on and on and on and just like,

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<v Speaker 1>this is not the sort of game that's put together casually.

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<v Speaker 1>It's not the kind of game that's played casually. It's

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<v Speaker 1>very strategic, but very fast paced. I say, it's like

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<v Speaker 1>speed chess played in a team format. And that's the

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<v Speaker 1>level of thinking and teamwork required to play these games,

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<v Speaker 1>which is why for people that are playing them within tournaments,

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<v Speaker 1>I mean, they're spending tremendous time mastering the game. I

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<v Speaker 1>mean there are people out there whose full time job

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<v Speaker 1>is playing Smite and they're earning a living doing that,

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<v Speaker 1>being watched by other people and um and earning a

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<v Speaker 1>full time living through a combination of prizing, companies sponsoring them,

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<v Speaker 1>people watching their own content on YouTube and Twitch and

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<v Speaker 1>monetizing that, and it really has become a whole new

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<v Speaker 1>career path of being a professional gamer. To give you

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<v Speaker 1>an idea of Smite's reach, consider that hundreds of thousands

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<v Speaker 1>of people play it on a daily basis, and according

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<v Speaker 1>to Todd Harris, there are fourteen million registered accounts, meaning

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<v Speaker 1>fourteen million people have played it at least east once.

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<v Speaker 1>It's a lifestyle for a lot of folks, so they're

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<v Speaker 1>not just playing the game, they're spectating, watching other people

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<v Speaker 1>on YouTube, they're doing cosplay, dressing up like their favorite character,

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<v Speaker 1>and really um. For people who get attached to a

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<v Speaker 1>game or set of games, it is a big part

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<v Speaker 1>of their identity and their lifestyle. What keeps people engaged, though,

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<v Speaker 1>is the ability to inspire a state of flow in

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<v Speaker 1>the player. N Hi Chick sent me High is one

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<v Speaker 1>of the founding fathers of positive psychology, and he was

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<v Speaker 1>interested in exploring flashes of intense living against the dull

0:14:34.760 --> 0:14:38.640
<v Speaker 1>background of everyday life. He called this a state of flow.

0:14:39.200 --> 0:14:41.600
<v Speaker 1>In his studies, he found that people who dipped into

0:14:41.600 --> 0:14:46.160
<v Speaker 1>flow were happier than their non flow counterparts. But there

0:14:46.160 --> 0:14:49.200
<v Speaker 1>have to be certain conditions met in order to engage

0:14:49.200 --> 0:14:53.240
<v Speaker 1>and flow, like a clear set of goals, a self

0:14:53.240 --> 0:14:58.080
<v Speaker 1>contained universe, immediate feedback, a manageable challenge not too hard,

0:14:58.120 --> 0:15:01.320
<v Speaker 1>not too easy, and a sense of troll over the situation.

0:15:01.840 --> 0:15:05.040
<v Speaker 1>And these are the kinds of conditions that games deliver

0:15:05.160 --> 0:15:10.200
<v Speaker 1>in spades. And though would it be easy to say

0:15:10.200 --> 0:15:13.760
<v Speaker 1>that games like Smite are successful just because they inspire flow,

0:15:14.160 --> 0:15:17.320
<v Speaker 1>but they forced players to find their edge, the truth

0:15:17.440 --> 0:15:20.400
<v Speaker 1>is is that players find themselves in the midst of

0:15:20.440 --> 0:15:24.800
<v Speaker 1>a shared experience. On the one level, of players have

0:15:24.840 --> 0:15:27.640
<v Speaker 1>a meta relationship with the game designers, who continue to

0:15:27.680 --> 0:15:30.760
<v Speaker 1>be blown away at the players emergent behaviors that they

0:15:30.760 --> 0:15:33.359
<v Speaker 1>played the characters in ways they could have never imagined.

0:15:34.240 --> 0:15:38.520
<v Speaker 1>And then there are the players charging forth together in lockstep,

0:15:39.000 --> 0:15:43.400
<v Speaker 1>speaking a coded gaming language transported to another universe, informing

0:15:43.480 --> 0:15:48.280
<v Speaker 1>relationships in that universe. I told Julie the other day

0:15:48.280 --> 0:15:51.360
<v Speaker 1>that I'm a recovering World of Warcraft addict, uh and

0:15:51.720 --> 0:15:54.360
<v Speaker 1>I have been. I've had my all, my chips and

0:15:54.400 --> 0:15:56.600
<v Speaker 1>I've been clean for I think five years. That's not

0:15:56.640 --> 0:16:00.720
<v Speaker 1>how long I have to hear go to the same groups,

0:16:00.960 --> 0:16:05.840
<v Speaker 1>set around and drink coffee at Share War Stories. I'm

0:16:05.920 --> 0:16:07.840
<v Speaker 1>Christian Seger. I am one of the co hosts of

0:16:07.880 --> 0:16:11.120
<v Speaker 1>Stuff to Blow Your Mind and Right for Brain Stuff

0:16:11.120 --> 0:16:12.880
<v Speaker 1>and several of our other video shows here at how

0:16:12.920 --> 0:16:15.960
<v Speaker 1>Stuff Works. And I am Terra c. V Wilson. I

0:16:16.040 --> 0:16:18.360
<v Speaker 1>am co host of Stuffy miss in History Class, and

0:16:18.360 --> 0:16:22.560
<v Speaker 1>I'm also the editorial director of how Stuff Works dot com.

0:16:22.680 --> 0:16:25.920
<v Speaker 1>Christian and Tracy have been steeped in gaming since childhood.

0:16:26.440 --> 0:16:29.160
<v Speaker 1>I've been playing games like role playing games since i

0:16:29.160 --> 0:16:33.040
<v Speaker 1>was a little kid. Uh And it's so gaming has

0:16:33.080 --> 0:16:36.440
<v Speaker 1>always meant to me like groups storytelling, That's what I've

0:16:36.480 --> 0:16:40.280
<v Speaker 1>always connected it with. Like when you're playing with other people,

0:16:40.320 --> 0:16:42.800
<v Speaker 1>you're you're like creating an experience together, but you're also

0:16:42.840 --> 0:16:44.720
<v Speaker 1>sort of telling a story together. And that's what I

0:16:44.760 --> 0:16:46.920
<v Speaker 1>love about it. I've been playing since I was a kid,

0:16:47.080 --> 0:16:49.320
<v Speaker 1>and playing role playing games since I was a kid.

0:16:49.360 --> 0:16:52.560
<v Speaker 1>But I was really playing like the single player old

0:16:52.640 --> 0:16:57.160
<v Speaker 1>Sierra games. Oh yeah, like Kids Quest, King's Quest, all

0:16:57.280 --> 0:16:59.760
<v Speaker 1>like all of those. I was really really into you

0:16:59.800 --> 0:17:04.200
<v Speaker 1>as a kid, but I was a deeply socially awkward kid,

0:17:04.320 --> 0:17:08.399
<v Speaker 1>and I also lived, uh and where we lived was

0:17:08.480 --> 0:17:10.399
<v Speaker 1>kind of rural, and so it was kind of a

0:17:10.400 --> 0:17:12.800
<v Speaker 1>whole to get to anybody's house to play with them,

0:17:12.960 --> 0:17:16.840
<v Speaker 1>And so I did a lot of very solitary playing

0:17:17.880 --> 0:17:20.280
<v Speaker 1>with all these video games that were kind of a

0:17:20.280 --> 0:17:22.480
<v Speaker 1>way of escape. They tied to a lot of things

0:17:22.520 --> 0:17:24.560
<v Speaker 1>that I really liked about reading, because I was also

0:17:24.680 --> 0:17:26.879
<v Speaker 1>really really into reading books, and so it was like

0:17:26.960 --> 0:17:30.440
<v Speaker 1>I was playing in the story and that was awesome.

0:17:30.640 --> 0:17:32.679
<v Speaker 1>And it wasn't until I became an adult that I

0:17:32.720 --> 0:17:35.960
<v Speaker 1>started playing things that were more of a multiplayer situation

0:17:36.000 --> 0:17:38.760
<v Speaker 1>and it became like a group social activity to play

0:17:38.800 --> 0:17:42.080
<v Speaker 1>World of Warcraft together as an adult. Gaming provided a

0:17:42.119 --> 0:17:45.439
<v Speaker 1>different benefit to Christian, one he can identify now that

0:17:45.520 --> 0:17:48.480
<v Speaker 1>he's had time away from World of Warcraft. I think, like,

0:17:48.520 --> 0:17:50.840
<v Speaker 1>now that I look back on it, like the relaxation

0:17:50.920 --> 0:17:54.200
<v Speaker 1>of feeling like I had control over something in my life. Right, Like,

0:17:54.280 --> 0:17:58.199
<v Speaker 1>so the outside, like real world is so chaotic and

0:17:58.359 --> 0:18:01.199
<v Speaker 1>difficult to understand sometimes times, and at the time, I

0:18:01.240 --> 0:18:03.360
<v Speaker 1>was in grad school, so I was like overwhelmed all

0:18:03.359 --> 0:18:05.639
<v Speaker 1>the time with this this information that was getting poured

0:18:05.680 --> 0:18:08.359
<v Speaker 1>into me, and it was the only way I could

0:18:08.359 --> 0:18:11.280
<v Speaker 1>relax and be like I have control over this, Like

0:18:11.320 --> 0:18:15.200
<v Speaker 1>if I do this particular task this many times, then

0:18:15.320 --> 0:18:17.320
<v Speaker 1>I know what the result is going to be. And

0:18:17.440 --> 0:18:20.240
<v Speaker 1>I it had like a sort of cause and effect

0:18:20.640 --> 0:18:23.720
<v Speaker 1>correlation that I didn't feel like I had in real life.

0:18:24.359 --> 0:18:26.720
<v Speaker 1>And sometimes I would just do stuff that didn't even

0:18:26.760 --> 0:18:30.280
<v Speaker 1>have any like consequence to it, like for hours, like fishing,

0:18:30.960 --> 0:18:33.800
<v Speaker 1>Like I would just go fishing in World of Warcraft

0:18:34.119 --> 0:18:36.480
<v Speaker 1>and just sit there and just catch fish. I had

0:18:36.520 --> 0:18:40.000
<v Speaker 1>the I had the fishing title, the one you got, Yeah,

0:18:40.040 --> 0:18:42.919
<v Speaker 1>and I won the Stengel Thorne Vale fishing things and

0:18:43.000 --> 0:18:46.120
<v Speaker 1>I had the fishing fishing poles like all of those things. Yeah,

0:18:46.280 --> 0:18:48.480
<v Speaker 1>I thought it was the best. Like I was just like, oh,

0:18:48.520 --> 0:18:50.920
<v Speaker 1>this is so relaxing in the way that I'm sure

0:18:50.920 --> 0:18:54.600
<v Speaker 1>that many people, especially outdoorsmen, like go and fish for

0:18:54.680 --> 0:18:57.119
<v Speaker 1>relaxation in the real world, but for me, it was

0:18:57.160 --> 0:18:59.919
<v Speaker 1>like on my laptop in my living room. For Tracy,

0:19:00.119 --> 0:19:03.359
<v Speaker 1>gaming transcends the road aspects of day to day life.

0:19:03.760 --> 0:19:05.560
<v Speaker 1>A lot of the stories that we read as kids

0:19:05.880 --> 0:19:11.119
<v Speaker 1>are about people are overcoming something, and I for a

0:19:11.160 --> 0:19:13.120
<v Speaker 1>lot of folks, when you grow up into adulthood, your

0:19:13.160 --> 0:19:16.160
<v Speaker 1>life is just kind of boring. Like your obstacles are

0:19:16.200 --> 0:19:19.960
<v Speaker 1>things like paying your rent and buying food, and those

0:19:20.000 --> 0:19:22.960
<v Speaker 1>are legitimate things to be concerned about, but you know,

0:19:22.960 --> 0:19:25.199
<v Speaker 1>they don't have the kind of weight that a lot

0:19:25.280 --> 0:19:27.280
<v Speaker 1>of the things that we are used to reading about

0:19:27.359 --> 0:19:29.879
<v Speaker 1>as heroic. UH. And so when you get into a

0:19:29.920 --> 0:19:32.040
<v Speaker 1>video game and you get to go do something, even

0:19:32.080 --> 0:19:33.880
<v Speaker 1>if it doesn't seem like something big, but it's something

0:19:33.880 --> 0:19:36.880
<v Speaker 1>different and it's something that seems important, that can be

0:19:37.240 --> 0:19:40.080
<v Speaker 1>an awesome thing to get to feel like you're achieving

0:19:40.600 --> 0:19:42.679
<v Speaker 1>when your real life is achieving things like showing up

0:19:42.720 --> 0:19:45.120
<v Speaker 1>to work on time and paying all of your bills

0:19:45.400 --> 0:19:48.960
<v Speaker 1>and not letting your house fall into complete disrepair through

0:19:48.960 --> 0:19:51.400
<v Speaker 1>your own neglect. Like, none of that seems very interesting

0:19:51.400 --> 0:19:54.800
<v Speaker 1>in comparison to uh going on a bunch of quests

0:19:54.800 --> 0:19:56.560
<v Speaker 1>so that you can literally turn into a bird and

0:19:56.560 --> 0:20:02.560
<v Speaker 1>fly around. So there's an idea that's been around since

0:20:02.560 --> 0:20:07.120
<v Speaker 1>two tent Let's call it the gamification of everything, that

0:20:07.160 --> 0:20:09.840
<v Speaker 1>we can take this question the state of flow we

0:20:09.960 --> 0:20:13.119
<v Speaker 1>funding games and apply it to all aspects of life.

0:20:13.800 --> 0:20:16.480
<v Speaker 1>Gets down to defining who you are, right and like,

0:20:16.520 --> 0:20:20.040
<v Speaker 1>gamification gives you metrics to help you to define who

0:20:20.080 --> 0:20:22.960
<v Speaker 1>you are, and we like to think that based on merit,

0:20:23.560 --> 0:20:29.280
<v Speaker 1>that's how we accelerate and level up. This has led

0:20:29.359 --> 0:20:33.200
<v Speaker 1>to some companies offering, say virtual badges to encourage people

0:20:33.200 --> 0:20:37.040
<v Speaker 1>to turn in their reimbursement receipts on time, or scoring

0:20:37.119 --> 0:20:40.600
<v Speaker 1>points to employees who contribute to internal forums where their

0:20:40.640 --> 0:20:44.200
<v Speaker 1>posts are light. These are ideas that Christian witnessed a

0:20:44.240 --> 0:20:47.200
<v Speaker 1>few years back at south By Southwest, a kind of

0:20:47.240 --> 0:20:52.480
<v Speaker 1>tech clearinghouse of films, interactive media, concerts, workshops and ideas.

0:20:53.320 --> 0:20:54.840
<v Speaker 1>You think as I was reading through this stuff that

0:20:54.840 --> 0:20:57.160
<v Speaker 1>you brought in this quote by this guy, Ian Bogo

0:20:57.200 --> 0:21:01.240
<v Speaker 1>story says uh. More specifically, gamification is marketing bull invented

0:21:01.240 --> 0:21:04.200
<v Speaker 1>by consultants as a mean to capture the wild, coveted

0:21:04.200 --> 0:21:07.320
<v Speaker 1>beast that is video games and to domesticate it for

0:21:07.480 --> 0:21:10.119
<v Speaker 1>use in the gray, hopeless waste land of big business

0:21:10.160 --> 0:21:13.760
<v Speaker 1>where bullsh already reigns. Anyway, that was exactly what I

0:21:13.800 --> 0:21:20.479
<v Speaker 1>was seeing at south By Southwest. The efforts can be

0:21:20.560 --> 0:21:24.199
<v Speaker 1>pretty ham fisted, and let's face it, mandated play is

0:21:24.320 --> 0:21:28.359
<v Speaker 1>not play. Moreover, it comes down to what motivates the individual.

0:21:29.000 --> 0:21:33.040
<v Speaker 1>Game designer Jane McGonagall explores the impact of the individual

0:21:33.200 --> 0:21:37.040
<v Speaker 1>in her world bettering games which draw on collaboration to

0:21:37.119 --> 0:21:41.520
<v Speaker 1>solve real world problems like climate change and hunger. That

0:21:41.600 --> 0:21:45.720
<v Speaker 1>philosophy for her started with her being very ill and

0:21:45.720 --> 0:21:48.200
<v Speaker 1>and basically she made a game for herself to help

0:21:48.200 --> 0:21:50.320
<v Speaker 1>get better, where her sister would kind of contact her

0:21:50.320 --> 0:21:52.879
<v Speaker 1>every day to give her request and and it was

0:21:52.920 --> 0:21:58.600
<v Speaker 1>really important to her recovering from being so ill um

0:21:58.640 --> 0:22:00.439
<v Speaker 1>and so then she applied that idea get to a

0:22:00.440 --> 0:22:02.280
<v Speaker 1>lot of other things, but she did apply it in

0:22:02.320 --> 0:22:04.840
<v Speaker 1>a way that it was a lot more about making

0:22:04.960 --> 0:22:07.680
<v Speaker 1>the world better and making your life better. In the

0:22:07.760 --> 0:22:11.720
<v Speaker 1>Gonicles example, it's about life imitating games, but at the

0:22:11.800 --> 0:22:15.880
<v Speaker 1>core it's about connecting and reaching out across time and space.

0:22:16.600 --> 0:22:19.159
<v Speaker 1>My fiance and I played multiplayer games together all the

0:22:19.160 --> 0:22:21.600
<v Speaker 1>time for a lot of our relationship when it was

0:22:21.640 --> 0:22:24.760
<v Speaker 1>long distance, we played Minecraft together and we built basically

0:22:24.760 --> 0:22:27.960
<v Speaker 1>a Minecraft world that was our world. The release updates

0:22:28.040 --> 0:22:31.160
<v Speaker 1>of Minecraft periodically and new stuff gets introduced into the world,

0:22:31.200 --> 0:22:33.440
<v Speaker 1>and we got to this point where we had explored

0:22:34.000 --> 0:22:38.280
<v Speaker 1>so far beyond where we had built our home in

0:22:38.320 --> 0:22:40.240
<v Speaker 1>the game that when new stuff would come out, we

0:22:40.280 --> 0:22:43.320
<v Speaker 1>would have to go farther and farther to figure for

0:22:43.440 --> 0:22:45.320
<v Speaker 1>new stuff to spawn in the world. When it spawned,

0:22:45.359 --> 0:22:48.000
<v Speaker 1>a new chunk of the map. Uh. And so my

0:22:48.080 --> 0:22:51.879
<v Speaker 1>fiance was like, what if I carved out our home

0:22:52.080 --> 0:22:54.320
<v Speaker 1>and like plopped it into a new map and then

0:22:54.320 --> 0:22:57.080
<v Speaker 1>we would have the new stuff. And I said, Okay, well,

0:22:57.200 --> 0:22:59.200
<v Speaker 1>we have to make sure our world that we created

0:22:59.240 --> 0:23:01.359
<v Speaker 1>together that means something to us makes it into this

0:23:01.440 --> 0:23:04.760
<v Speaker 1>new thing. Otherwise we're not doing it. Um And he'd

0:23:04.800 --> 0:23:07.000
<v Speaker 1>basically do a big square and cut it out of

0:23:07.000 --> 0:23:08.960
<v Speaker 1>the map that got all of the things that were

0:23:09.000 --> 0:23:11.280
<v Speaker 1>important to us that we had built together and put

0:23:11.320 --> 0:23:14.440
<v Speaker 1>them into a new world, which was pretty awesome. You

0:23:14.480 --> 0:23:16.200
<v Speaker 1>can still see in the world that cut lines where

0:23:16.200 --> 0:23:17.600
<v Speaker 1>he did that, like your walk up, and they'll be

0:23:17.600 --> 0:23:27.080
<v Speaker 1>a sheer cliff old world versus a new world, Old

0:23:27.080 --> 0:23:31.399
<v Speaker 1>world versus new world. What's beautiful about this is that

0:23:31.480 --> 0:23:34.320
<v Speaker 1>the home they built together in Minecraft is an interactive

0:23:34.359 --> 0:23:38.160
<v Speaker 1>metaphor for their relationship, the ways in which the borders

0:23:38.240 --> 0:23:42.120
<v Speaker 1>change and grow. I have this question for you. It's

0:23:42.160 --> 0:23:45.600
<v Speaker 1>kind of a bizarre question. You might need to ponder

0:23:45.640 --> 0:23:48.800
<v Speaker 1>it for a moment. But what if real life it

0:23:48.880 --> 0:23:52.800
<v Speaker 1>was like Minecraft? Would you like that? Not? Really? I

0:23:53.040 --> 0:23:59.920
<v Speaker 1>love real life a lot because there weren't coffee clubs

0:24:00.880 --> 0:24:12.560
<v Speaker 1>and oranges and these recording things. Real life gives us

0:24:12.600 --> 0:24:15.480
<v Speaker 1>games and games give us a better life, a way

0:24:15.480 --> 0:24:18.359
<v Speaker 1>to work out our fears and desires, a way to

0:24:18.440 --> 0:24:22.520
<v Speaker 1>bridge a path to someone else. We can have our

0:24:22.560 --> 0:24:27.120
<v Speaker 1>coffee cups are oranges, are recording things, and we can

0:24:27.160 --> 0:24:31.160
<v Speaker 1>create a parallel world to place them in, including love

0:24:33.640 --> 0:24:39.600
<v Speaker 1>a Minecraft poem for your birthday. Tedious excision, Like severing

0:24:39.680 --> 0:24:43.400
<v Speaker 1>mold lines from a crusader, you raise our our home

0:24:43.520 --> 0:24:47.040
<v Speaker 1>from its played out old world, lifted up like a

0:24:47.080 --> 0:24:51.520
<v Speaker 1>cloud hoisted castle, oaken arc driven by many waters, up

0:24:51.560 --> 0:24:55.959
<v Speaker 1>from a still plane. It drifts like a lily shorn

0:24:56.119 --> 0:25:00.679
<v Speaker 1>off from its root, and then settles downstream. Little arm

0:25:00.800 --> 0:25:05.400
<v Speaker 1>far flown tracks, still intact, framed now by scarp and topple,

0:25:05.920 --> 0:25:11.320
<v Speaker 1>precipice edges abutting the ocean, sunflower planes, mushrooms suited for

0:25:11.359 --> 0:25:15.920
<v Speaker 1>shortcuts and shrinking, stippled allium and ox eye ringing the trees.

0:25:17.240 --> 0:25:22.080
<v Speaker 1>Our matching maps, new made and blank, unveil step by

0:25:22.119 --> 0:25:25.520
<v Speaker 1>step what's ahead of our marks? A half glimpse before

0:25:25.600 --> 0:25:45.440
<v Speaker 1>us an inkling a hint. This episode concludes our first season,

0:25:45.520 --> 0:25:48.520
<v Speaker 1>which is an online love letter to you. Thank you

0:25:48.600 --> 0:25:51.439
<v Speaker 1>for listening to us. Thank you to Christian Singer and

0:25:51.440 --> 0:25:54.520
<v Speaker 1>Tracy Wilson for plumbing the depths of gaming. You can

0:25:54.520 --> 0:25:59.160
<v Speaker 1>find more of Tracy's poetry at geek Tastic pentameter dot com.

0:25:59.200 --> 0:26:01.800
<v Speaker 1>And thanks to t Harris of High Rest Studios for

0:26:01.880 --> 0:26:05.720
<v Speaker 1>taking us into the realms of gods and goddesses. We

0:26:05.760 --> 0:26:08.560
<v Speaker 1>also want to thank Josh Sharp of Exists for revealing

0:26:08.600 --> 0:26:10.960
<v Speaker 1>to us the moves that we make in the game

0:26:11.040 --> 0:26:14.879
<v Speaker 1>of Life. The Stuff of Life is written and co

0:26:15.000 --> 0:26:18.720
<v Speaker 1>produced by me Julie Douglas. Original music and sound design

0:26:18.840 --> 0:26:22.960
<v Speaker 1>is by co producer Noel Brown. Editorial oversight is provided

0:26:23.000 --> 0:26:27.159
<v Speaker 1>by head of production Jerry Rowland. If you like what

0:26:27.200 --> 0:26:29.680
<v Speaker 1>we do here at The Stuff of Life, visit us

0:26:29.720 --> 0:26:32.600
<v Speaker 1>on Facebook and Twitter. In the meantime, email us your

0:26:32.680 --> 0:26:36.760
<v Speaker 1>season two episodes suggestions at The Stuff of Life at

0:26:36.760 --> 0:26:40.439
<v Speaker 1>how Staffords dot com, and we'll be seeing you again

0:26:40.760 --> 0:27:09.879
<v Speaker 1>this summer. The sixt