Tuesday, June 25, 2013

SnoutCast #175: The Famine Game Reaping

This week, we talk to Todd Etter--previously profiled in SnoutCast #101, now head Gamemaker of the upcoming Famine Game--about that event's recently-concluded application process!


[ Download mp3 - 32 MB ]

00:00 - teaser: "several moments of [swearing]"
01:18 - "hungry"
04:45 - a GC perspective on the application process
07:42 - were final application numbers consistent with the initial survey?
10:40 - the value of GC's Selection Criteria
15:41 - assigning teams to Districts (cf. Hogwarts houses)
17:31 - bribery is bad, m'kay
22:00 - application videos (including Team Snout's alleged swear-o-rama)
26:51 - application puzzles: hidden angst
30:32 - "Dad, is this another puzzle?"
34:12 - The End

Tell us we're wrong on the Internet! E-mail podcast@snout.org or post a comment at www.snout.org/podcast.

Music: instrumentals from "Code Monkey" and "Ikea" by Jonathan Coulton

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Curtis DeeAnn Todd

4 comments:

  1. It sounds like Famine GC toyed with the idea of having some application puzzles tough enough such that not all applicants could solve them. The idea being: this gives the judges another axis on which to rank teams. But a big disadvantage: really, you want application puzzles to be a filter: Will teams enjoy your Game's puzzles?

    Because my brain latches onto impractical questions, I keep wondering: what if you weren't interested in the will-teams-have-fun filter and you did want to come up with a game that gave some kind of rank? Could you design a set of puzzles (or a puzzly game) that ranked teams? What if you couldn't grade on time?

    I came up with some ideas that wouldn't work in practice. E.g, "Your team must come up with a pangrammatic sentence, but if it shares a word with another team's entry, both teams lose." So far, I've failed to come up with an idea that would work.

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  2. Everything is "graded on time", it's just a question of how much time (seconds, hours, weeks). Puzzle hunt puzzles are supposed to take hours at most. You can write puzzles that are hard even if you have a month -- ARGs are full of them -- but they are by definition a different genre of puzzle.

    Personally I wouldn't worry about collusion, or cheating on a "start when you're ready" clock, any more than most of us worry about cheating in-game. If you do want to run a bulletproof cheat-proof system, like you're giving away a million dollars, that's also necessarily a different type of puzzle presentation.

    So... what's your question? You want a month long puzzle that is hard (has discriminative value) but also resembles as closely as possible the type of puzzle and requires the types of skills used in a conventional puzzle hunt? And you don't trust teams not to collude?

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  3. > "So... what's your question?"

    Suppose you relaxed the feels-like-a-hunt-puzzle constraint, but still went for something puzzle-y. But suppose you also wanted to be able to use the results to rank teams. What activity would you design?

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  4. IIRC, the Amnesia Game (1999, Stanford) did something like this for their application; a few of the challenges were optimization problems, e.g., using given shapes to fill in a grid with certain parameters. Teams were scored on how successfully they optimized their solution to each problem. I don't recall if there were other, more subjective parts to the application.

    Jessen Yu might be able to tell you more; I believe he was on GC for Amnesia.

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