Some of my favourite demonstrations of scientific principles are ones that you expect to behave one way but, in reality, act completely different. To me this demonstrates the value of experimentation and observation as you can never be sure until you do something for yourself. It also usually means that there’s some kind of interesting physical phenomena at play that I’m not yet familiar with, something which usually means an enjoyable trip down a Wikipedia hole. The following video is one such demonstration, showcasing an interesting property of amorphous metals.
In this demonstration (the whole channel is worth watching by the way) we can see the difference between an amorphous metal surface and a traditional one when a ball bearing is dropped on it. The difference in bounce height is quite staggering, enough to make you think initially that there’s some form of spring hidden in the cylinder. The actual reason for the difference, which is briefly touched on in the video, is far more interesting than it being a simple trick.
The material that the atomic trampoline is made of has some rather unique properties. Regular metals are usually of a crystalline structure meaning that their component atoms are highly ordered. Amorphous metals on the other hand (sometimes referred to as metallic glass) have a highly disorganised structure, owing to the fact that they’re usually alloys (made up of several different metals) and their creation process stops the formation of a crystalline structure.
This disorganisation prevents the formation of defects called dislocations which appear in crystalline metals. When a ball bearing strikes the regular metal surface these dislocations glide through the other parts of the metal’s structure, dissipating a lot of the energy. In the amorphous metal however there are no such dislocations and so much less of the energy is lost with each bounce. Of course the lack of dislocations does not negate other losses due to sound and heat which is why the ball bearing doesn’t bounce infinitely.
What I’d love to see is the same experiment redone in a vacuum chamber with both the ball bearing and the surface made from amorphous metals. I’m sure we could get some really absurd bouncing times with that!
Early on in my career I stumbled upon what was, to me, an astonishing fact: there was little correlation between work performance and the rewards that came from it. I could bust my hump and be the top of the metrics (I was working in a call center at the time) or I could simply meet my KPIs without breaking too much of a sweat. The end result? Nearly identical in both cases so my work habits tended very quickly towards doing only what was required of me nothing more. This further evolved later in my career into only doing the work that would get noticed as doing anything else would prove of little benefit to me. Indeed I came to realise that being a stellar performer is often not worth it, even if you’re capable of doing it.
Research into this area has shown that being a high performer is a thankless task. When presented with two potential employees to assign work to, one with low self control and the other with higher, people will more often than not assign more work to the person with higher self control. In the real world this means that a high performer will be assigned more work and the low performer less. However rarely does this correlate to how each of those workers is rewarded for their performance, meaning that high performers are essentially doing more work for the same reward. Thus there is an active disincentive for anyone to be perceived as a high performer, lest they unnecessarily burden themselves.
Indeed I found as much throughout my career. Being able to take care of your assigned tasks in less time than others often meant I’d be left looking for other tasks to occupy my time. Quite often this would result in being assigned busy work that didn’t need to be done and, even if it was done well, would go completely unnoticed. Thus I resigned myself to doing the work I needed to do and not seeking out anything beyond that, allowing me more time to dedicate to tasks that I felt warranted it. This then translated into me always having time to help out others when they needed me whilst not burdening me with pointless work that wouldn’t get noticed.
In my current employment however I have found that there is tangible benefit to demonstrating my skill. Instead of simply assigning me more work I’m instead presented with opportunities that might not be available to everyone else. Such challenges are often interesting and potentially career making, providing an incentive to work harder to show that I’m capable of completing them. It’s this kind of recognition which I feel is the best way to encourage your best performers to keep doing what they’re doing and to motivate others to do the same.
Games have been rapidly maturing as a medium, going from a distraction that was only for kids to the canvas upon which many artists now create their wares. As the medium has matured it has taken on the attributes of the others that preceded it, meaning games have been used for things beyond simple entertainment. More recently I’ve begun to see more games that are a kind of therapy, not for the user but for the game developer themselves. That Dragon, Cancer (the first title from Numinous Games) is a deeply personal journey for the developer, one that surely resonates for many, represented in a game that deals with many issues that come from battling this terrible disease.
That Dragon, Cancer follows the true story of Joel Green who was diagnosed with a rare form of cancer when he was only one year old. You’ll take on many forms throughout the journey although primarily you’ll be put in the shoes of Ryan Green, the father. Throughout the 2 hour journey you’ll walk alongside the Green family as they deal with the incredibly difficult and trying experience that is childhood cancer. What you make of the story will be as personal as the story itself as I’ve yet to read an impression that was identical to any other.
Visually That Dragon, Cancer is striking with its low poly art coupled with bright pastel colours and lighting. The minimal aesthetic is purposefully designed to have you focusing on the key elements that are on screen at any particular time (like the chemo bag in the screenshot below). Whilst it’s not exactly an unique style it is well executed, running flawlessly on even mediocre hardware. Things do seem to come unstuck a bit when the 2D and 3D elements are mixed together however I get the feeling that’s part of the developer’s intentions.
Mechanically That Dragon, Cancer feels like an exploration with the game ebbing and weaving through various different styles of games over its short duration. Each of them has been crafted for a particular part of the narrative and for the most part they fit, however their implementation can be somewhat lacking in parts. Since this is a narrative first game however that doesn’t matter too much as they’re not designed to be blockers to progressing the story. Overall the mechanics were an ample backdrop to the main story of the game which is really the only reason you’d be playing this in the first place.
As to the story I’m in two minds. So often I was caught up in Joel’s tale, his stories echoing with my own experiences with my dad who’s currently battling cancer. However after a while the muddled progression of the story lost me, making me wonder just what exactly was going on. That coupled with the fact that I’m not exactly the religious type meant that the latter parts of the story, which are very faith heavy, meant that it began to grate on me heavily. However as a chronicle of Joel’s and the Green family’s life it is more than apt.
That Dragon, Cancer is an extremely personal journey of one family’s battle against cancer and the challenges that it brings. As a game it is simple, favouring minimal looks and mechanics over anything else that might distract from the story. It most certainly achieves its vision of being a memorial to Joel’s life, capturing his personality and the effect he had the people he interacted with. The telling of that story though can be somewhat muddled and, if you’re not the praying type, may rub you the wrong way towards the end. Still if you or someone you know is facing the same challenges as this game describes then it’s definitely worth playing, if just to know that you’re not alone in your struggles
That Dragon, Cancer is available on PC right now for $14.99. Total play time was 2 hours.