The game in a sentence
What is Noillirk?
Noillirk is a survey game: every prompt has many right answers, and the one that most people would give is worth the most.
Most quizzes ask what you know. The Noillirk game asks what everybody knows, and which of it they would say first. A prompt such as "Name something people lose all the time" is open, so dozens of answers are correct, but they are not equal: keys, phone and glasses all feel like the top answer, and only one of them is. Reading the crowd is the whole skill.
Noillirk deals 7 prompts a climb with 25 seconds for each, and the score is a height. You start at a pond on the forest floor on a bright morning, and every point lifts you up through the trees, into the sky and eventually into space.
- tiers, from Grounded to Sky High
- 6
- points for the answer everybody gives
- 100
- the altitude of a perfect 700-point climb
- 14 km
The word
What does noillirk mean?
It is Krillion, spelled backwards and played backwards.
Krillion, the game this one mirrors, pays for the rarest correct answer: the one krill that did something different from the swarm, and the ocean you sink through is the score. Noillirk turns both rules over. The answer the swarm gives is the one that pays, and instead of sinking, the krill rises on a bunch of balloons.
The two games use the same idea from opposite ends: every open question has a crowded head of answers everybody gives and a long tail of answers almost nobody gives. Krillion sends you into the tail. Noillirk asks you to find the very top of the head, which is harder than it sounds when four answers are nearly tied.
A short history
Where the survey quiz comes from
Counting what people say first is older than television.
1969
Psychologists count the answers
William Battig and William Montague ask hundreds of American students to list members of 56 categories, "a bird", "a fruit", and publish how often each answer was given. Their category norms show a few answers taking most of the votes in every category.
1976
The survey quiz
Family Feud goes on air in the United States. A hundred people are surveyed, and contestants score by naming the answers they gave, most of all the top one. Britain's version, Family Fortunes, follows in 1980.
2009
The survey, inverted
The BBC quiz Pointless keeps the hundred-person survey and flips the aim, rewarding the answers fewest people gave. Krillion plays that way too.
Now
Back the right way up
The Noillirk game keeps the survey's original aim, the most popular answer, and grades each answer on how common it is among people at large, from the survey's top answer down to one nobody else gave.
Why it works
Why do so many people give the same answer?
Ask a room to name something in a junk drawer and most of the room says the same handful of things. Psychology has known why for fifty years.
Categories have favourites
Eleanor Rosch's prototype theory, from the 1970s, showed that categories are built around best examples. A robin is a better bird than a penguin in everybody's head, so it is named first and named by everyone.
Easy to recall comes out first
Amos Tversky and Daniel Kahneman named the availability heuristic in 1973: what comes to mind most easily gets treated as the most likely. In this game, the most available answer to most people is the one that pays.
People meet without talking
Thomas Schelling showed in 1960 that people who cannot confer still converge on focal points, the choices that seem natural to everyone. A survey answer is a focal point, and this game is about finding it.
The trap at the top
Why your own first answer is not always the top one
The answer that comes to you first is usually common. It is not always the most common.
John Maynard Keynes described the problem in 1936 with his newspaper beauty contest, where the winning move is not to pick the face you like best but the one you think average opinion will pick. A survey game is exactly that contest. Your own life leaks into your first answer: a driver thinks of car keys, a parent of a lost sock, a student of a pen.
The fix is to answer as the average person rather than as yourself, and to prefer the plain, general word. When several answers feel equally obvious, the top of the board usually belongs to the one that is true for the most people, most of the time.
The method
How to find the most common answer in 25 seconds
Four habits that work on any prompt in Noillirk.
- 01
Say the first three answers to yourself
The top answer is almost always among the first few that come to mind. Get them all out before you choose.
- 02
Picture a hundred strangers
Not your friends, not your job, not your country's quirks. Ask which of your three a hundred ordinary people would say most.
- 03
Pick the general word
Keys, not car keys. Pizza, not pepperoni pizza. The broad word collects every variant, and the variants are what the crowd types.
- 04
Answer in time
A refused or missing answer scores nothing, and the clock is short. A common answer given in time beats a perfect one given too late.
| Grounded | 4 points |
|---|---|
| Treetop | 8 points |
| Kite | 16 points |
| Cloud Nine | 32 points |
| Jet Stream | 64 points |
| Sky High | 100 points |
The real sky
How high is a perfect Noillirk climb?
700 points reaches 14 km. The air above the ground is mapped by atmospheric scientists into layers.
- Troposphere, to about 12 km
- Where the weather happens and nearly all the air is. Its top is higher at the equator (about 17 km) than at the poles (about 8 km). Airliners cruise near it.
- Stratosphere, about 12 to 50 km
- Dry, calm and cold at the bottom, warming with height because the ozone layer, mostly between 15 and 35 km, absorbs ultraviolet light.
- Mesosphere, about 50 to 85 km
- The coldest part of the atmosphere, and where most meteors burn up. Noctilucent clouds, the highest clouds on Earth, form near its top.
- The Karman line, 100 km
- The boundary most often used for where space begins, named for the engineer Theodore von Karman.
- Thermosphere, about 85 to 600 km
- Where the aurora glows and where the International Space Station orbits, at about 400 km.
A perfect classic climb stays inside the weather. Endless mode in Noillirk keeps going: past the edge of space to the Moon, each planet at its closest approach to Earth, the Sun, the nearest stars and the centre of the galaxy, through 52 zones in all, and every altitude on the way is a real one.
In this game
How Noillirk turns the crowd into altitude
An accepted answer lands in one of 6 tiers according to how many other people would have given it, from Grounded, the answer nobody else reached, to Sky High, the answer everybody gives. Speed earns nothing: the clock only decides whether you answer at all. A refused answer costs the seconds it took and no more. There is no daily cap either: a new climb is one refresh away.
Sources: Battig and Montague, Category norms of verbal items in 56 categories, Journal of Experimental Psychology Monograph 80 (1969); Van Overschelde, Rawson and Dunlosky, Category norms: an updated and expanded version, Journal of Memory and Language 50 (2004); Eleanor Rosch, Cognitive representations of semantic categories, Journal of Experimental Psychology: General 104 (1975); Tversky and Kahneman, Availability: a heuristic for judging frequency and probability, Cognitive Psychology 5 (1973); Thomas Schelling, The Strategy of Conflict (1960); John Maynard Keynes, The General Theory of Employment, Interest and Money (1936); U.S. National Oceanic and Atmospheric Administration and NASA, layers of the atmosphere; Federation Aeronautique Internationale, on the 100 km Karman line.