Malcolm Ocean's roamblog

omniwin training game

created 2021-02-09 · edited 2021-02-09 · open in Roam
  • I think I have some notes on this in the convos I had to develop the panarcatalyst
  • September 14th, 2022 - beautiful case study
    • "2 vowels" vs "at least 4 vowels"
      • seems incompatible but it turns out the first person wasn't counting Y as a vowel and the 2nd person was, so there were actually words that could work, eg
        • nonsynergy
        • androgyny
        • abysmally
        • antonymy
        • cryptically
        • daylily
        • demystify
        • dillydally
        • dizzyingly
        • gyratory
        • joyfully (maybe)
        • physically
        • polymathy
        • polygamy
        • psychopathy
        • yearly (maybe)
        • rhythmically
        • typically
        • typology
    • #todo get list of words used
      • stretched
    • I'm reflecting that training the NNTD could be interestingly practiced by using some kinda contrived game situations where it is hard to find win-wins but the win-wins are known to exist.
      • Like some sort of board/card game where everyone has a win condition and you just have to work together to create a board state where everyone's condition is satisfied.
      • Relates to An exercise for getting same-sided & post-compromise, which you could usefully do beforehand.
      • To make it more challenging, and simulate stressors, you could have there be some sort of timer.
      • Not sure if real-time or turn-based though. Obviously even if turn-based you'd want lots of space to have deep unstructured conversation.
      • I'm not sure exactly how you would go about making it so I in particular have to care about my condition in particular, not just "well here are all of the constraints we have"
        • one version of this might be flavored kind of like Keep Talking And Nobody Explodes where your win condition is actually so long and complicated that you can't explain it adequately or something
          • if this were a video game it could even have hidden components, where you have to run a test to see if it satisfies, and you can run tests without having to get the rest of the team to agree to let you run a test, but nobody else can run your test, so you're ultimately responsible for ensuring the shared board configuration satisfies your test
            • this actually seems pretty decent!
        • a totally ridiculous version would be something like, set everybody up with Pavloks, and whoever's condition isn't satisfied by the shared board state at the end of the round gets shocked
          • this is physically costly, and it's kind of weird to enter into a game where you're signing up to maybe be shocked
          • but it does point at something quite precise, which is basically like...
          • ...I want none of my friends to get shocked, but I definitely have more skin in the game with my own getting shocked
        • obviously if you have an external person offering prizes you can make it more potent
          • the most obvious non-transferrable/non-tradeable prize would be like, admission to some cool event
  • May 18th, 2025 — cool "make your own lil interaction game" meta-game at Presence Games with Max Roth, which had a sort of low-stakes omniwin training game vibe
    • (see google photos for rules of meta-game)