I think people have “criticized” Minecraft for being unclear what the point is, and being more of a toy or sandbox than a “game.”
Myself included. I can’t play Minecraft; it’s far too open-ended, and makes me feel anxious and overwhelmed. “Wtf am I supposed to do??” I want a game to give me two or three choices max at every decision point, not an infinite vector space of possibilities through which I cannot sort or prioritize.
This post though is about one of my big obsessions: trying to figure out how to design a game (computer or tabletop or both) which makes cooperation fun. And I mean, fun in the way Diablo is fun. Addictive, power fantasy feeling, endless sequence of dopamine hits, sexy. The problem is that the only way to produce that Diablo-flow is to enable people to act automatically, reacting to signs and triggers with preprogrammed responses so that they can sink down into the animalistic part of their brain that hunts and stalks and pounces on things to tear them apart without thought or simulation.
But learning to negotiate with others is the exact opposite of that, and is the main reason we have the effort-intensive simulation system to begin with—so the problem of making a game that is simultaneously compelling on a primal level, and centers on conflict resolution rather than just conflict… is hard.
The only thing that seems to have the same kind of flow in it to me is dance and other group rituals (such as those in religion that hasn’t ossified to mere passionless false beliefs yet), which don’t really help with the whole “training negotiation” thing (though they do induce people to align with one another on an emotional level) and also cannot easily be turned into video games or TTRPGs.
Myself included. I can’t play Minecraft; it’s far too open-ended, and makes me feel anxious and overwhelmed. “Wtf am I supposed to do??” I want a game to give me two or three choices max at every decision point, not an infinite vector space of possibilities through which I cannot sort or prioritize.
This post though is about one of my big obsessions: trying to figure out how to design a game (computer or tabletop or both) which makes cooperation fun. And I mean, fun in the way Diablo is fun. Addictive, power fantasy feeling, endless sequence of dopamine hits, sexy. The problem is that the only way to produce that Diablo-flow is to enable people to act automatically, reacting to signs and triggers with preprogrammed responses so that they can sink down into the animalistic part of their brain that hunts and stalks and pounces on things to tear them apart without thought or simulation.
But learning to negotiate with others is the exact opposite of that, and is the main reason we have the effort-intensive simulation system to begin with—so the problem of making a game that is simultaneously compelling on a primal level, and centers on conflict resolution rather than just conflict… is hard.
The only thing that seems to have the same kind of flow in it to me is dance and other group rituals (such as those in religion that hasn’t ossified to mere passionless false beliefs yet), which don’t really help with the whole “training negotiation” thing (though they do induce people to align with one another on an emotional level) and also cannot easily be turned into video games or TTRPGs.