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Welcome to day two of the Design a Day Theme Week: Asymmetrical Representation.

Today’s design continues yesterday’s groundwork on Asymmetrical Representation, so be sure to check that out first.

[Be sure to check out the comments too, a couple of people pointed me toward America’s Army, which is using AR in much the way I described.]

I love a good RTS. One of the things that strikes me about old school RTS’s like Blizzard’s StarCraft is their similarity to infectious disease epidemiological simulations. Duh.

Starcraft SCV and Bacterium

The initial base is the point of infection, and the infection grows outward from that site, consuming resources, starting new nexus of infection, and ultimately fizzling out or spreading to all available areas.

Once again, we enter the realm of thought experiment.


This is not quite ready for the lads in marketing.

I’m going to continue using StarCraft as an example. It’s widely known and provides a solid base for extrapolation.

We return to our friends Team A and Team B. This might be a good time to point out that Asymmetrical Representation is really only a useful tool for multiplayer interaction. It takes two for such deceptions.

Team A is playing StarCraft against Team B. Team A starts churning out SCVs at his home base in the jungle, harvesting minerals and gas, building marines and siege tanks. Eventually, he sees Team B’s Zergling begin to pour into his base, and the battle is joined.

Team B is playing Fantastic Voyage: Disease Vector against Team A.

Team B starts churning out bacteria at their starting point in the intestines, breaking down special food cells for energy, spawning a variety of deadly bacteria. Team B decides to rush Team A, and invades his lymph node, attacking his T-cells and antibodies. The battle is joined.

When we strip away the graphics and sound effects, we generally have a very simple set of interactions (unit deals damage to one other enemy unit within 20 pixels range), and it doesn’t matter if we dress it up as a FireBat or Streptococcus Mutans, as long as the interaction make sense in their native game.

It’s still hard to make the case for practical application, until this piece is added: the games themselves do not need to be congruent.

I’ve been kicking around this notion of AI as Available Intelligence, the basic idea being the best AI is some bored teenager in Nebraska with a cable modem and time to kill.

Let’s take a discrete problem like pathing through a complex map. Suppose you have a basic pathing algorithm handling the movement of your bots in a game like StarCraft.

In addition to this, you have a separate casual game like Rocket Mania. These games communicate with each other seamlessly, behind the scenes. While Team A is playing StarCraft, the bored teenager in Nebraska is playing a casual web game that is solving these pathing problems in novel ways, quietly taking over from the game’s built in pathing.

It’s like Seti@Home for creating unique gameplay.

Okay, thanks for tagging along for this one. Tune in next time for an AR idea that might actually work in a commercial product.

-game over-

Tomorrow: Asymmetrical Representation Theme Week continues with H. P. Lovecraft: AR as Insanity.

Thanks for reading another action-packed installment of Design a Day. For background on the Design A Day challenge, take a peek here and here.