Jellychip seems like a necessary tutorial game. I sense comedy in the fact that everyone’s allowed to keep secrets and intuitively will try to do something with secrecy despite it being totally wrongheaded. Like the only real difficulty of the game is reaching the decision to throw away your secrecy.
Escaping the island is the best outcome for you. Surviving is the second best outcome. Dying is the worst outcome.
You don’t mention how good or bad they are relative to each other though :) an agent cannot make decisions under uncertainty without knowing that. I usually try to avoid having to explain this to players by either making it a score game or making the outcomes binary. But the draw towards having more than two outcomes is enticing. I guess in a roleplaying scenario, the question of just how good each ending is for your character is something players would like to decide for themselves. I guess as long as people are buying into the theme well enough, it doesn’t need to be made explicit, in fact, not making it explicit makes it clearer that player utilities aren’t comparable and that makes it easier for people to get into the cohabitive mindset.
So now I’m imagining a game where different factions have completely different outcomes. None of them are conquest, nor death. They’re all weird stuff like “found my mother’s secret garden” or “fulfilled a promise to a dead friend” or “experienced flight”.
the hook
I generally think of hookness as “oh, this game tests a skill that I really want to have, and I feel myself getting better at it as I engage with the game, so I’ll deepen my engagement”.
There’s another component of it that I’m having difficulty with, which is “I feel like I will not be rejected if I ask friends to play this with me.” (well, I think I could get anyone to play it once, the second time is the difficult one) And for me I see this quality in very few board games, and to get there you need to be better than the best board games out there, because you’re competing with them, so that’s becoming very difficult. But since cohabitive games rule that should be possible for us.
And on that, I glimpsed something recently that I haven’t quite unpacked. There’s a certain something about the way Efka talks about Arcs here … he admitted that it wasn’t necessarily all fun. It was an ordeal. And just visually, the game looks like a serious undertaking. Something you’d look brave for sitting in front of. It also looks kind of fascinating. Like it would draw people in. He presents it with the same kind of energy as one would present the findings of a major government conspiracy investigation, or the melting of the clathrates. It does not matter whether you want to play this game, you have to, there’s no decision to be made as to whether to play it or not, it’s here, it fills the room.
And we really could bring an energy like that, because I think there are some really grim findings along the path to cohabitive enlightenment. But I’m wary of leaning into that, because I think cohabitive enlightenment is also the true name of peace. Arcs is apparently controversial. I do not want cohabitive games to be controversial.
Jellychip seems like a necessary tutorial game. I sense comedy in the fact that everyone’s allowed to keep secrets and intuitively will try to do something with secrecy despite it being totally wrongheaded. Like the only real difficulty of the game is reaching the decision to throw away your secrecy.
You don’t mention how good or bad they are relative to each other though :) an agent cannot make decisions under uncertainty without knowing that.
I usually try to avoid having to explain this to players by either making it a score game or making the outcomes binary. But the draw towards having more than two outcomes is enticing. I guess in a roleplaying scenario, the question of just how good each ending is for your character is something players would like to decide for themselves. I guess as long as people are buying into the theme well enough, it doesn’t need to be made explicit, in fact, not making it explicit makes it clearer that player utilities aren’t comparable and that makes it easier for people to get into the cohabitive mindset.
So now I’m imagining a game where different factions have completely different outcomes. None of them are conquest, nor death. They’re all weird stuff like “found my mother’s secret garden” or “fulfilled a promise to a dead friend” or “experienced flight”.
I generally think of hookness as “oh, this game tests a skill that I really want to have, and I feel myself getting better at it as I engage with the game, so I’ll deepen my engagement”.
There’s another component of it that I’m having difficulty with, which is “I feel like I will not be rejected if I ask friends to play this with me.” (well, I think I could get anyone to play it once, the second time is the difficult one) And for me I see this quality in very few board games, and to get there you need to be better than the best board games out there, because you’re competing with them, so that’s becoming very difficult. But since cohabitive games rule that should be possible for us.
And on that, I glimpsed something recently that I haven’t quite unpacked. There’s a certain something about the way Efka talks about Arcs here … he admitted that it wasn’t necessarily all fun. It was an ordeal. And just visually, the game looks like a serious undertaking. Something you’d look brave for sitting in front of. It also looks kind of fascinating. Like it would draw people in. He presents it with the same kind of energy as one would present the findings of a major government conspiracy investigation, or the melting of the clathrates. It does not matter whether you want to play this game, you have to, there’s no decision to be made as to whether to play it or not, it’s here, it fills the room.
And we really could bring an energy like that, because I think there are some really grim findings along the path to cohabitive enlightenment. But I’m wary of leaning into that, because I think cohabitive enlightenment is also the true name of peace. Arcs is apparently controversial. I do not want cohabitive games to be controversial.