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Some of the other comments here are discussing the extent and ways in which games do or don't succeed in modeling real conflict. Having read the article, I thin
by lmkg 5y ago
Some of the other comments here are discussing the extent and ways in which games do or don't succeed in modeling real conflict. Having read the article, I think that's missing the forest for the trees.
The thesis of this article is basically an analogy to the Sapir-Worf Hypothesis.
The games that are common in a culture give rise to certain patterns or abstractions, and those serve as a starting "vocabulary" for approaching conflict. Those patterns also embed, and reinforce, cultural assumptions about conflict. The nature of the rules of the game (e.g. perfect-information or not) is not really as significant as the vocabulary they give us.
So Chess gives us concepts like material advantage, and force-projection, and tempo. Those are concepts which still apply, to varying degrees, in games like Starcraft or LoL, despite those being real-time and having fog of war.
Like Sapir-Worf, we can argue about the extent to which thought is actually molded by the available vocabulary. I think it makes ideas quantitively more accessible, which isn't the same as qualitatively unavailable. I think there is some value in examining to what extent a certain cultural assumption pervades all our models of conflict, and what the consequences are of invalidating that assumption. The article mentions the finite-ness of conflict, I'll bring up another which is the bounded-ness of the area of conflict.