Social Simulation Video Games Codexery

Gossip (video game)

Unreleased Atari social simulation by Chris Crawford.

Gossip is an unreleased video game for Atari 8-bit computers, created by Chris Crawford while he worked at Atari, Inc. Although the documentation lists it as an Atari Program Exchange title, it never appeared in any published catalog and likely was never made available to the public. Crawford wanted to create games that simulated human social interaction through what he called "social challenges." He hoped these "people games" would attract players who had no interest in the typical genres of combat or sports. While the social interactions in Gossip are basic, Crawford argued they are as complex as those found in *The Sims*.

The game screen shows eight characters: You, Val, Joe, Liz, Amy, Dan, Sue, and Tom. The player uses a joystick cursor to select a character to call. The phone rings with a jiggling animation and a sound effect, and the character answers saying “Air-oh?” The player then picks someone to gossip about, and chooses one of five expressive animations (strong positive, slight positive, neutral, slight negative, or strong negative). The listener responds with their own opinion of that person.

Crawford based the social simulation on declarations of affinity—statements like “I like Fred” or “I hate Jane.” The underlying theory was that people like those who share their opinions of others, and are swayed positively by friends’ opinions and negatively by enemies’ opinions. He believed such declarations were implicit in most gossip. He created a mathematical model using two equations, where the change in the listener’s opinion of the speaker and the listener’s opinion of the subject depended on the speaker’s declared opinion and the listener’s existing opinion, divided by constants greater than 1 (he suggested a hypothetical value of 10 but didn’t specify the actual numbers used). The AI characters didn’t interact with each other directly; instead, they acted as nodes in a web of springs, trying to reduce tension around them. The original game engine was written in Atari BASIC and took hours to compute a single turn. Two attempts to rewrite it in assembler reduced the calculation time to moments. The game didn’t address sincerity, nor did it account for the diminishing effect of repeating the same statement.

Crawford was proud of the game, but he never developed a structure of goals and never published it. The two developers who worked on the asse

developer
Chris Crawford
platform
Atari 8-bit computers
publisher
Atari Program Exchange (unreleased)
genre
Social simulation
notable_feature
Mathematical model of opinion sharing

Lore & Background

The game screen displays eight characters: You, Val, Joe, Liz, Amy, Dan, Sue, and Tom. The player uses a joystick cursor to select a character to telephone, triggering a ringing animation and sound. The listener answers with 'Air-oh?' The player then selects a person to gossip about and one of five expressive animations (strong positive, slight positive, neutral, slight negative, strong negative). The listener responds with their own opinion of the person.

Reader's Guide

Crawford's social model was based on declarations of affinity (e.g., 'I like Fred,' 'I hate Jane'). The theory held that people liked those who shared their opinions and were influenced positively by friends' opinions and negatively by enemies' opinions. He produced a mathematical model where changes in opinions were calculated using formulas involving actual and declared opinions, with constants greater than 1. The AI characters acted as nodes in a web of springs, trying to reduce tension. The original engine was written in Atari BASIC and took hours per turn; two attempts to rewrite it in assembler reduced calculation time to moments. Issues not addressed included sincerity and the diminishing effect of repeated statements. Crawford never developed a structure of goals and never published the game. Two developers who worked on assembler versions called it boring; one quit due to Crawford's insistence that understanding the concept would reveal its fun. Crawford later applied a similar social model in Excalibur for managing the Knights of the Round Table and diplomacy. In 2013, he publicly released the source code of Gossip.

Did You Know?

More in Social simulation video games 1-24

Spotted an error? Know more?

This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record

Comments

Loading…
Open in the interactive codex →