Who remembers the board game Candyland?
I was forced to play it recently
It might be the dumbest game I’ve ever played
I mean obviously it’s geared toward children
But I’m still taking this opportunity to complain about it
Here’s a quick rundown about how it works:
you pick a card, and that card tells you where to move your piece
by the way what is that piece called?
avatar is an online thing
pawn? chit? I’m at a loss
my point is this
it’s pointless for anyone over the age of 7 to play that game
unless they’re playing with kids 7 or under
7 is a bit arbitrary by the way but it felt right
Very quickly, you’ll find that it is impossible to care about the game at all
God reciprocates with free will
“oh, you have to deal with all that stuff out of your control?
Here, some personal prerogative for you.”
This game does not reciprocate at all
there is no purpose nor personal stake in it
The Cards Decide All.
What should we want from a game?
After all, if we have full personal prerogative,
Then there is no game!
Oh my geez Calvin Ball!
wow, thank you Bill Watterson you genius
I’m inclined to say that even Monopoly is designed badly
That game is so boring
I have trouble having any personal stake in that one either
By personal stake I mean that the game has allowed the player enough autonomy that they are invested and feel a sense of possession and risk
That feeling of possession & the investment that follows motivate the participant
Of course, the idea of possession altogether is a bit of a total lie it seems
but I won’t chase that rabbit or fall down that squirrel hole today.
When someone’s “turn” comes around, they want more than a dice roll
Sorry has some cards that give you two options and offers two different paths; the game Life has many different paths to take
this brings me to dungeons & dragons
which I’ve never played
but I saw the two Community episodes in which they played the game so
The player gets complete autonomy and freedom of imagination on their turn
Their limits are their resources, the perhaps whimsical rules/perceptions of the leader person and the odds (determined by a roll of dice – fitting) of each action’s outcome.
There is a structure, but its design does not force the player a certain direction
This might be better than life! haha
In Calvin Ball, the player determines the underlying reality itself, which is both impossible and undesirable..
Candyland is a completely oppressive and unrewarding structure
Maybe Dungeons & Dragons simulates how life should be
minus the literal dungeons & dragons..