User Power
Value/Post Ratio
170%
- Jul 28, 2013
- 1,278
- 2,178
First thing: People may cr#p on what you are saying because what you are saying isn't "socially accepted" but thats just inexperience. There is always a crossover from one skill to another at high levels. And whilst its easy to dismiss someones expertise in something, I feel it is more entreprenuerial to look for the strengths.
Ok, so I'm trying to process this idea of halo vs chess.
I'm an expert at chess and swordsmanship, so lets think this out.
So at the beginning of chess, I have all the variations on openings infront of me, and there are different schools of thought on opening strategy. There are schools of thought that the games choices are only correct or incorrect when viewed in the context of the opponent you are facing. Then there are classic views which emphasize no wasted movement, fast development, and undeniable utility of certain openings, in a sense by using foundationally sound opennings you can penetrate into the mid to end game with less of a struggle, removing this "first move" innertia, by adopting strategies with good momentum and coherent structure. Then you have hyper modern styles, which do NOT rush to control squares or pieces, but hold off, so that they can undermine weaknesses of the opponent in a more flexible way and remain agile.
In swordplay, Musashi often talks about the spirit, and is according to legends surrounding him, have been able to inspire such fear in enemies before a battle from his unwavering focus that they would flee for their lives.
His last fight, or one of his last fights, he fought a dualist with a piece of a boat oar, the dualist ran at him weilding two blades and he approached directly and struck him once in the head, killing him instantly, as the blades of the opponent merely scuffed what he was wearing at the time. He felt such contempt for dualests that he knew from that point on, that there was no man, that was ever going to defeat him. And so fearless and justified he kinda left dualing behind.
Swordplay is all about anticipation, about what you percieve over what you see and take for granted. It is also about perception, to feel like you are the eagle, against the rat, rather than a theif hiding from an enemy that surrounds you. It is about turning your weaknesses into strength.
Musashi often spoke of how a fast movement "captures" a mans spirit, and that you should not err, but plunge in, to chase at the edges of his spirit, until the egdes become the heart.
In chess, the correlation is that efficient movement always does multiple things at once, it attacks edges and fringe weaknesses so that the "hands" of a piece (the amount of things it can do at one time) being occupied expose weaknesses to be forced. What do you prefer, to lose that pawn or to lose that minor piece (bishop or knight)?
And as a player facing this you have to minimise the bleeding this inflicts otherwise, the opponent will get piece harmony and tear you to shreds. You could think you are losing just a pawn, but maybe it turns out that allowing him one piece allows him another, and then you are too short handed to defend another, lack the threat to stop another kind of attack and the dam walls break from the pressure that one loss caused.
In gaming, I am certain these things can exist also, however, I think it requires active participation to see any such correlation.
You say that, gaming requires a team effort, something like
- simple achievable goals
- good chemistry
- agility
- quickly responding to changing factors
Where this may differ from business initially is in the speed. Businesses happen over months and years, and require that your identity be in line with the response times for opportunities and that you utilise your assets, rather than defeat yourself and flounder around doing stupid things. But I'm sure that most of the gaming preparation can be tweaked, reorganised and assessed strategically before you begin, by running through scenarios, sharing experiences, an getting on the same page.
So I agree, there are similarities... But, to win over people on its merits, you'd have to turn gaming's weakness into a strength. You'd need to percieve past something, people only see and overlook. You would need to find a way that it can enhance your reaction time in business and untie your hands, so that you make less sacrifices and prevent your spirit from being overwhelmed by making that plunging attack.
Could your book be interesting?
Maybe, so long as it didn't get too fast and into too much gaming jargon.
You have to respect that business IS different, and you need to employ these new skills first, before you advise their utility.
So if you keep its goals light, and keep ON TRACK to explain something that does matter or relate effectively to business, then it should work.
Just avoid pushing the metaphor TOO FAR.
But as far as giving us all a new angle on business from a game perspective, I like it.
From a business standpoint though, I'd research your target audience, which is most likely those who work IN the gaming industry, or gamers that are getting into business.
You wouldn't want to target ceo's of corporations, or mom and pops, or those who are really struggling financially, because they require very different tacts to get right an are outside of your sphere of influence.
But lets say you create a good book, and you sell it at conventions, online, etc etc etc, it could, if you target it right, build a stable audience.
But, I imagine its going to be a bit hit or miss.
Maybe I wouldn't write it right away. Maybe I'd start researching. Taking down interviews, and research the idea. I mean no one wants to hear a guy thats unresearched drone on about the merits of gaming in an attempt to convince himself he can succeed. They want to be entertained and to get what they pay for and have a few take aways.
You don't have to crack the davinci code or anything, but I would suggest being diligent and thorough in your research of your market, your experts, and the top 3-5 beneficial correlations you can identify and detail.
As far as a biz plan, I'd get at least three interviews with, chess masters, business men (who have success you can tell your readers about), and swordsmen (some alive but you could do dead ones). And maybe interview a few people who work in the gaming industry.
I'd also wanna get specific on exactly what things your book will focus on.
So I'd get you to put up a list of candidate cross over skills.
The simplest and clearest would be what you sculpt interviews around, while the rest you'd research independently and either make the choice to put in or cut out.
After you got your interviews back, you'd need some clear and engaging writing, some themes, and you'd want your market research on customers to guide your hand in the creation of the content.
All the best dude, its an idea at least
Good luck
Btw,
I can't really play games, they suck me in too much, so I just watch other people play for a bit and move on. Binging out can totally leave you with a hangover
I like them though, I just don't like things with repetitive or irrational tasks that sponge your time.
Board games like monopoly are annoying because, its just a facade, no depth, so it just propogates views you already have.
I like to get my views shaken up, so I really dug games like the last of us, it was fun, to the point, and had amazing story telling.
One day I'll play games again, but only the best, because yeah, taking something away from a piece of gaming art, is a real thing.
If you could give people some great take aways and not waste their time.
That sounds nice.
Ok, so I'm trying to process this idea of halo vs chess.
I'm an expert at chess and swordsmanship, so lets think this out.
So at the beginning of chess, I have all the variations on openings infront of me, and there are different schools of thought on opening strategy. There are schools of thought that the games choices are only correct or incorrect when viewed in the context of the opponent you are facing. Then there are classic views which emphasize no wasted movement, fast development, and undeniable utility of certain openings, in a sense by using foundationally sound opennings you can penetrate into the mid to end game with less of a struggle, removing this "first move" innertia, by adopting strategies with good momentum and coherent structure. Then you have hyper modern styles, which do NOT rush to control squares or pieces, but hold off, so that they can undermine weaknesses of the opponent in a more flexible way and remain agile.
In swordplay, Musashi often talks about the spirit, and is according to legends surrounding him, have been able to inspire such fear in enemies before a battle from his unwavering focus that they would flee for their lives.
His last fight, or one of his last fights, he fought a dualist with a piece of a boat oar, the dualist ran at him weilding two blades and he approached directly and struck him once in the head, killing him instantly, as the blades of the opponent merely scuffed what he was wearing at the time. He felt such contempt for dualests that he knew from that point on, that there was no man, that was ever going to defeat him. And so fearless and justified he kinda left dualing behind.
Swordplay is all about anticipation, about what you percieve over what you see and take for granted. It is also about perception, to feel like you are the eagle, against the rat, rather than a theif hiding from an enemy that surrounds you. It is about turning your weaknesses into strength.
Musashi often spoke of how a fast movement "captures" a mans spirit, and that you should not err, but plunge in, to chase at the edges of his spirit, until the egdes become the heart.
In chess, the correlation is that efficient movement always does multiple things at once, it attacks edges and fringe weaknesses so that the "hands" of a piece (the amount of things it can do at one time) being occupied expose weaknesses to be forced. What do you prefer, to lose that pawn or to lose that minor piece (bishop or knight)?
And as a player facing this you have to minimise the bleeding this inflicts otherwise, the opponent will get piece harmony and tear you to shreds. You could think you are losing just a pawn, but maybe it turns out that allowing him one piece allows him another, and then you are too short handed to defend another, lack the threat to stop another kind of attack and the dam walls break from the pressure that one loss caused.
In gaming, I am certain these things can exist also, however, I think it requires active participation to see any such correlation.
You say that, gaming requires a team effort, something like
- simple achievable goals
- good chemistry
- agility
- quickly responding to changing factors
Where this may differ from business initially is in the speed. Businesses happen over months and years, and require that your identity be in line with the response times for opportunities and that you utilise your assets, rather than defeat yourself and flounder around doing stupid things. But I'm sure that most of the gaming preparation can be tweaked, reorganised and assessed strategically before you begin, by running through scenarios, sharing experiences, an getting on the same page.
So I agree, there are similarities... But, to win over people on its merits, you'd have to turn gaming's weakness into a strength. You'd need to percieve past something, people only see and overlook. You would need to find a way that it can enhance your reaction time in business and untie your hands, so that you make less sacrifices and prevent your spirit from being overwhelmed by making that plunging attack.
Could your book be interesting?
Maybe, so long as it didn't get too fast and into too much gaming jargon.
You have to respect that business IS different, and you need to employ these new skills first, before you advise their utility.
So if you keep its goals light, and keep ON TRACK to explain something that does matter or relate effectively to business, then it should work.
Just avoid pushing the metaphor TOO FAR.
But as far as giving us all a new angle on business from a game perspective, I like it.
From a business standpoint though, I'd research your target audience, which is most likely those who work IN the gaming industry, or gamers that are getting into business.
You wouldn't want to target ceo's of corporations, or mom and pops, or those who are really struggling financially, because they require very different tacts to get right an are outside of your sphere of influence.
But lets say you create a good book, and you sell it at conventions, online, etc etc etc, it could, if you target it right, build a stable audience.
But, I imagine its going to be a bit hit or miss.
Maybe I wouldn't write it right away. Maybe I'd start researching. Taking down interviews, and research the idea. I mean no one wants to hear a guy thats unresearched drone on about the merits of gaming in an attempt to convince himself he can succeed. They want to be entertained and to get what they pay for and have a few take aways.
You don't have to crack the davinci code or anything, but I would suggest being diligent and thorough in your research of your market, your experts, and the top 3-5 beneficial correlations you can identify and detail.
As far as a biz plan, I'd get at least three interviews with, chess masters, business men (who have success you can tell your readers about), and swordsmen (some alive but you could do dead ones). And maybe interview a few people who work in the gaming industry.
I'd also wanna get specific on exactly what things your book will focus on.
So I'd get you to put up a list of candidate cross over skills.
The simplest and clearest would be what you sculpt interviews around, while the rest you'd research independently and either make the choice to put in or cut out.
After you got your interviews back, you'd need some clear and engaging writing, some themes, and you'd want your market research on customers to guide your hand in the creation of the content.
All the best dude, its an idea at least
Good luck
Btw,
I can't really play games, they suck me in too much, so I just watch other people play for a bit and move on. Binging out can totally leave you with a hangover
I like them though, I just don't like things with repetitive or irrational tasks that sponge your time.
Board games like monopoly are annoying because, its just a facade, no depth, so it just propogates views you already have.
I like to get my views shaken up, so I really dug games like the last of us, it was fun, to the point, and had amazing story telling.
One day I'll play games again, but only the best, because yeah, taking something away from a piece of gaming art, is a real thing.
If you could give people some great take aways and not waste their time.
That sounds nice.
Dislike ads? Remove them and support the forum:
Subscribe to Fastlane Insiders.
Last edited: