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Dungeons & Dragons and IT

boyko.at.netqos writes "An editorial in Network Performance Daily tries to take a (1d6) stab at explaining why geeky engineering types are also typically the types that enjoy a rousing game of D&D. From the article "The greatest barrier to creativity is a lack of boundaries. Counter-intuitive — almost zen-like — but we've found it to be true. This is why people play Dungeons & Dragons (and similar games), and why network engineers often spend time putting out fires when they could be improving the network."

6 of 243 comments (clear)

  1. Re:O RLY? by c3ph45 · · Score: 5, Insightful

    Pushing the envelope is really what creativity is all about, or at least it's a driving force for many people. No boundaries == no envelope && no envelope == lack of purpose.

  2. Putting out fires vs "impoving the network" by QuantumG · · Score: 5, Insightful

    Guess what causes the fires? That's right, "improving the network". What does the study show about network engineer's inability to keep their grubby paws out of things that are working perfectly fine thank you very much.

    --
    How we know is more important than what we know.
  3. Realistically by TobyWong · · Score: 5, Insightful

    A lot of people need to be told specifically what to do.

    Other people can work on their own provided they are provided with scope, goals, etc.

    A minority of people don't need any guidance or roadmap at all in order to do their work and inevitably they are the ones who do the most innovation because their thought process is not confined to space/boundaries defined by someone else.

    --
    - Toby
  4. almost, but not quite by Yaur · · Score: 5, Insightful

    "The greatest barrier to creativity is a lack of boundaries" is not really true. What they try, and fail, to get at is that being "creative" is easier the more information you have about the problem domain. In TFA they compare difficulty in "writing a story" compare to "writing a story about ...". Because the second problem gives more information about the problem. This has been well understood for a long time. In the example they give providing some information about the "problem" that needs to be solved (e.g. more redundancy? less packet loss? Reduce operating costs?) will probably give good results, not because it provides "boundaries" but because it provides "information" and changes the problem from a sythesis problem to an analysis problem. Of course creating this information in the first place is a non-trivial task.

  5. this guy has it backwards. by LOTHAR,+of+the+Hill · · Score: 5, Insightful

    I"ve always wondered why so many of the people that play d&d end up as IT professionals. I don't know how popular D&D is now. When I was in uni, there were more current or former D&D players in the programming classes than not.

    D&D helped me be a better engineer by:
    1. learning and working with a complex rule set.
    2. Reading and comprehending specifications. The rulebook is several hundred pages long.
    3. Problem solving within a strict set of boundaries, both individually and as a group
    4. Failing a quest gracefully, without a hissy fit or seppeku, and without blaming the Damned Managers! (DM)

    Of course, I also found that many people like playing D&D specifically to fight about and try to break the rules. I ended up working with many of the same kinds of people.

    Maybe the manager should run his project more like a DM running a campaign. Then see how hard they work, in full costume.

  6. It's simpler. by jd · · Score: 5, Insightful
    Look at what typically appears in any RPG: Tables, equations, conflicting optimizations, quotas/capacities, invariants, if/then/else structures, inventive/imaginative solutions, time-slicing between threads, a central processing unit conversing with programs (or players), etc. Do you see anything that might be familiar in any of these?

    Now look at some of the RPGs and LRPs which have failed over time. Tunnels and Trolls, for example. Treasure Trap. These are games that have far too simple a system. They lack the structure or the coherence I've outlined as existing in those games that do well.

    Some of the themed RPGs - the Dr Who RPG, for example - have not done well because there is too much structure or too great an imbalance. There's no room for optimization or one thread gets all of the useful time.

    No, a successful RPG or LRP is one that mimics the tools that every engineer - software or hardware - uses every working day, along with the same tradeoffs, the same architecture and the same flexibility. RISC-architecture games (like D&D) generally produce faster, more exciting games than those that are CISC-architectured (like Rolemaster), but each has devotees. And I'll bet almost anything that the devotee mappings are almost identical for the processor design as they are for the game design.

    To say that they are both geeks is missing something much more fundamental. I've shown that RPGs and engineering are essentially identical. What about other devotees - the DIY radio geek mentioned in the parent post, for example? Exactly the same elements are present, in exactly the same form. Instead of balancing which stat to bump up, you're balancing circuit layout vs. noise, sensitivity vs. squelch, or any number of other factors. Imaginative solutions? There are hundreds of ways to make a tuned circuit, depending on how much drift you want to allow or how exact you want the results. Tables? Well, you look up any component spec sheet and tell me what there's plenty of. There's no such thing as a 100 ohm resistor, or rather there are a few thousand, depending on the exact characteristics you are looking for.

    Oh, you'll find geeks amongst the wargamers, as well. A good game of "Squad Leader", "Britannia" or "Decline and Fall" has every bit as much mathematical elegance and logic as a finely-honed encryption library or precision-made racing engine. Again, if you look at the wargames that have done badly, you find they are mostly games with too little in them or are so heavy that they are unplayable.

    They all have exactly the same common elements and - this is the key part - they all read like a diagnostic manual for so-called Geek Syndrome. In other words, the "geeks", the games, the professions and the hobbies are not logically distinguishable. Different sides, same coin. To say that a geek is attracted to the game has no more meaning than to say that the game is attracted to the geek. It just doesn't make any sense to make that kind of distinction. It simply doesn't exist.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)