Fun Theory in EverQuest

https://www.lesswrong.com/posts/aHGG8Wyjo7Sa3ayjH/fun-theory-in-everquest

This is an excerpt from my personal blog/​newsletter that a couple of people said was worth sharing. It was originally written for a handful of close friends, and I have not edited it much. It was either post it as-is or probably never post it, but I think there’s something worthwhile to be found here, even in its current form. I’ve been thinking about EQ way too much since our podcast on the topic. When I think of EQ, I feel something like the Longing that the Elves of Middle Earth feel for Valinor. I don’t feel anything like that for any other phase of my life. I know, I know, I probably love EQ and want to marry it simply because it was something that I did very intensely for an important phase of my life, and I would have the same exact feelings about WOW if I had been born five years later than I was. All that said, I think EQ did some things pretty perfectly, and I want real life to be more like EQ. For example, dungeons and grouping. Groups were hard-limited as six people. This limitation was a blessing in disguise. You can’t organically coordinate more than around six people without having something like an "official" group leader. Six people feels like just about the maximum that the human mind can cope with on a one-to-one basis. Research says that small task forces peak in effectiveness at roughly seven people, and I think rounding down to six is safe in a game-world where things can change very quickly. At the time I don’t remember reading anything about the "culture" of EQ, but in retrospect, the culture was actually really great. (I have a feeling that if EQ were popular in 2018 there would be thinkpieces about the "culture of EQ" and this would ruin the culture of EQ in a Hofstadterian fashion.) You look for a group. You find a group, or a group finds you. You behave in a cordial and competent fashion, and the existing group members will instantly accept you as one of them. This dynamic by itself set off all kinds of primate chemical cascades in my brain and may even be partially responsible for the addictiveness of the game. I recall a relatively consistent feeling of camaraderie in EQ groups. Rarely there would be some member who was a douchebag or a freeloader, and these people were usually abandoned relatively quickly. The system was self-policing with minimal drama and generally operated like a well-oiled machine. If anything stands out, it’s a weird sense of "group mind" that could arise at times, where a hundred fluxing details were being coordinated and decisions were being made on-the-fly with no true decisionmaker at the center. I would literally experience a breakdown of self-concept accompanying a strong flow-state, although I lacked the language to describe it back them. It’s difficult to overstate the power and simplicity of EQ group dynamics. The group leader has very few powers, mainly just the ability to invite new members and to disband the group, but there always *has to be *a group leader. Each member has the crucial political right of Exit, in that they can just leave the group and join another group if they don’t like what’s happening. Everyone knew their role, and even in complex and unusual situations, it was common for individual group members to step up to fill roles they weren’t used to. There was a singleminded focus on the shared goals, which varied depending on context, but generally involved exp grind, loot grind, etc. As varied as the dungeons could be in terms of layout, mob type mix, level range, and train-propensity, there was a rhythm that underlay them all. There’s a concept called "Fun Theory" from the Eliezer Yudkowsky corpus, which is mainly about how to optimize human experiences. (The 31 Laws of Fun is a pretty good read that summarizes the underlying ideas.) Another way of looking at it is as a thoughtful attempt to make a Utopia that isn’t actually secretly a Dystopia. I’ve quoted below the Laws of Fun which apply in particular to this discussion.

Comment

https://www.lesswrong.com/posts/aHGG8Wyjo7Sa3ayjH/fun-theory-in-everquest?commentId=jwMFFT4HA97sG8rK7

Commenting to signal approval for people writing about topics that are fun /​ interesting to them with rationality tie-ins, in addition to just posts that are 100% rationality content. I think in general we want more essays in Paul Graham’s sense if we want posts with vitality to them, and also it’s good practice for us to collectively think about a bunch of different fields.

https://www.lesswrong.com/posts/aHGG8Wyjo7Sa3ayjH/fun-theory-in-everquest?commentId=5w4daT7Ka6Bm67CKw

Now I have an urge to go shout "TRAIN TO ZONE"!