This past weekend, I notched my fifth ADOM win with a Drakeling Elementalist who is now #2 on the high-score list. In preparation for today’s blog post, I also replayed a Tutorial game on a new installation to remind myself what tips the system provides to brand new players.
What I’ve been musing about is “Discovery Learning”, a buzz-phrase that leverages (in this case simple-minded) “common sense” thinking. In the extreme version, there is no formal schooling for kids. Let them explore and discover the world and learn “naturally” from nature. Natural – good! Artificial – Bad!
I don’t disagree that much can be improved about the seemingly artificial settings of today’s classrooms especially for kids who have lots of energy and are bouncing off the walls. But I don’t think Discovery Learning and doing away with formal schooling is the answer. It could work well for some people after they’ve had a decent foundation (acquirable in diverse ways). The media likes highlighting the college dropout who went on to found a tech company and become ridiculously wealthy. They don’t tell you about the tens of thousands of other dropouts who did not become billionaires or even millionaires.
In ADOM, the world of Ancardia has rules. The basics are provided in the manual, and I found the tutorial much clearer now that I have 70-80 games under my belt compared to the very first time when I was floundering around. Because I had experience with old-school CRPGs, ADOM wasn’t impenetrable, but many of the rules are “hidden”. I actually did okay getting to my first mid-game character within a dozen games purely through Discovery Learning. Characters die early and often in ADOM. I could sink hundreds or thousands of hours into the game and learn more nuances about staying alive and making further progress towards the end goal, or I could learn from experts who have already traversed the path. I chose the latter, and my enjoyment of the game increased by more efficiently getting over many of the otherwise frustrating barriers that would have killed dozens of characters.
The “natural” environment of ADOM is brutal. You might even say they are hostile to learning efficiently. While the tutorial gives you a “warning” when you first enter the Small Cave, you have no idea what that really means. And until you notice or understand how the hostile monsters are generated, you’ll bang your head against the wall trying to get through. You have no sense of how the difficulty level scales. You encounter monsters you know nothing about. You might get cursed or doomed and not realize why it happened and what it means for your character. You don’t know what talents or attributes are helpful and how they might be trained naturally. There is plenty that is hidden unless you know exactly what to look for. I’m not sure how many games it would have taken me to figure out that dropping a potion of water on a co-aligned altar blesses it, and that when you dip a scroll of identify into holy water, you can then read it (if your literacy is high enough) to identify all your items in a single swoop.
As a chemistry professor, the natural sciences and math are the areas I am most familiar with. Learning math or chemistry efficiently is very unnatural. If you had to figure it out from scratch, it might take you several lifetimes. (Also, failure is not always productive.) The accumulation of human knowledge has taken lifetimes – small bits of info passed down from teacher to student. The apprenticeship model has been true for a long, long time. It’s far better than having to discover everything from scratch through trial and error, but this one-on-one learning is inefficient and very expensive on a larger scale. I don’t like having forty students in G-Chem; I think I do a better job when I have five or ten or twenty. (At least it’s not four hundred.) But I recognize the efficiency of teaching a group of students. They can also help and encourage each other, which is a plus in my opinion.
Becoming an expert requires depth of knowledge and acquiring abstract schemas in long-term memory. Without books and teachers and some very effortful thinking on my part, I would not have the expertise that I now have in chemistry. I can’t imagine getting there through pure discovery. Of course, here I’m caricaturing Discovery Learning, and an advocate would say that no one is promoting pure “throw you into the deep end of the pool and you sink or swim”. They’d say the learning has to be guided. I don’t disagree. But the same advocates caricature current classroom practices, especially what is known as “explicit teaching” as inferior to discovery approaches, or “lecturing” as an artifice and therefore worse than a more “natural” approach. In reality, one balances multiple aspects when considering pedagogical strategies.
My current ADOM character is a level 13 gnome druid. I just made it to the High Mountain Village although I was not able to retrieve the waterproof blanket on the way because I understand how the Small Cave works. The fun in ADOM is that the dungeon layouts (and the game is a dungeon-crawler) are randomly procedurally generated, so each game feels quite different. Your character’s inherent skill set provides even more variation. I think this is my third druid (the previous two did not make it past level 10 before succumbing), and I’ve learned how to balance spellcasting with traditional weapons. I also now know that most animals are generated friendly, and switching my alignment to Lawful means that I have a reasonably good chance of completing the Rolf Quest and getting the ring of the master cat, provided I don’t die in the Pyramid or somewhere else. The balance of some discovery and some guide-reading, in my case, has led to maximum enjoyment. I still do bits of both when I encounter something rare (statues and artifacts) or exploring a different aspect of the game, and I wouldn’t do this any other way.