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#2881
in what are the stakes? i concluded with the grand realization that "other people might play for different stakes than i would!"

today i'm recording the follow-up thought that there are patterns to be discovered. that is, at a large enough scale, people are predictable. from a Monopoly Rules standpoint, it's very exciting to think about this pattern:

what will people want to stake, and on what, that they currently aren't able to?

this is just a different lens on 'what game will people want to play?' but i think a very insightful and useful one... for me at this moment, anyway. it's more precise than feelings but is subjective and personally meaningful in the same way. if someone feels accomplished when they collect coins, all i know is that if i put coins in, they will make that person feel accomplished. but if i think about it through the lens of stakes: a person wants to feel rich by collecting lots of coins? (this is an awful, truly terrible example) then i can design the game to play up those stakes.
- offer expensive items that the player wants, but cannot afford yet. (the feeling of "not rich yet, but perhaps being rich is possible". deprivation.)
- reward the player with unexpected coins

it unearths deeper questions - does the player value testing their cleverness, or their hard-working nature, or something else?
- hide coins out of sight to reward the player for poking around in every nook and cranny
- hide coins according to a pattern to reward the player for puzzle-solving (korok seeds?)
- place coins in plain sight to reward the player for moving to new places
- reward the player for repeating an activity to reward the player for enjoying/replaying content
#2882
what are the stakes?
#2883
challenges for a game designer: design a game imagining a player who will be totally invested in staking..
[ ] their sense of self-worth on whether they solve a simple puzzle
[ ] their friendship on whether they can work well together
[ ] real money on whether they can outsmart a group of strangers
[ ] hours and hours of their time on random chance

mix and match. come up with strange combinations. what might be staked, on what institution of play, and why?
#2884
supposing i want to become a better game designer, that is, a game designer more capable of designing games for other people, for as wide a spectrum of other people as i can, i need to be able to design for stakes i don't care about personally, but which other people do care about. i cannot design a game for myself, play a game as myself: i must embody this other player who values staking, who is willing to stake, something i would not, even something i would never.

imagine that. designing a game for a player who is willing to play for far lesser stakes than i am.

or far greater.
#2885
in a collaborative storytelling game, we can all be playing with, playing for, the same stakes: the shared value of the story we're telling together. but we have to be seeking the same thing in order to play well together, and to win together---for it to be fair to everyone involved, for it to make any sense at all as an activity.
#2886
this bit (above) has really stuck in my head.
#2887
Quote from: The Well-Played Game, chapter 9. Playing for KeepsWe can experience excellence as we try to drive a bargain as hard as we possible can.[..]
[..]playing for money, for keeps[..]
   Playing for keeps means that when the game is over there will be real consequences in real life. To do it well, to play this kind of game well, it is essential to the community that the balance between the game and its consequences be maintained.
   To do this, we must first become sensitive to what, in fact, we are playing with. Our prime directive is to play well with each other. This directive takes precedence over anything else.[..] As long as we all know what we're playing with, we can play with anything.[..]
[..]We can play with serious things---things of consequence. We could play with silence, with fasting, with patience. We could play with anger, with fear.[..]
[..]There are other [stakes to play for..]--a moment of shared enlightenment, a vision of truth, a supernatural joy.[..]
  We can play for growth. For knowledge of the human condition. For therapy. We can play for release, for freedom. We can play for dignity, acceptance, tolerance. But, no matter what the stakes are, if we play for anything we can't afford to lose, we can no longer afford to play.
#2888
an mmorpg designer laughed at me in a bar once for suggesting mechanisms which would cause the player to lose too much of their investment.
at the time i chalked it up to my own naivete that i couldn't understand; i dismissed some of my ideas; i would figure out what i had been doing or thinking wrong.

i say, now, that's the only thing that matters.
invite players to choose to put themselves at stake and play with their peers.
invite players to play with a real world where things really matter.

the problem is not the stakes: it is the players.
expect them to be good players.
teach them to be good players.
don't make the world not matter.
don't make the world not matter.
don't
make
the
world
not
matter.
#2889
i  want  to  do  something  real.
i said to kelly i wanted a game that felt like "a real world where things really happen."
we're not so far away from that anymore are we?
the only difference is i'm no longer after the feeling, but the reality.
i want a game that is "a real world where things really happen."
i want to play with "a real world where things really happen."
#2890
enact a system. touch buttons for some reason? make the things go higher. make the things change.
watch as the world shatters.
embody yourself. what do you care? who do you care about?
what makes something important? fragile?

be careful. you're the only one at stake.
you're not the only one at stake...
how to externalize the stakes?
in single-player videogames the stakes are very personal. only you care.
only you care.
only you care.

geller's time loop nihilism says:
even if it matters to nobody else it matters to you.

i say:
it has to matter to somebody else.
no man is an island.
it has to matter to somebody else.
it has to matter to somebody else.

these games have to be local multiplayer but perhaps not in the traditional sense.

okay.
okay.
okay.
let's think positive thoughts.

1. i want to play with a system that matters. an "important" system.
2. i want to risk damaging or destroying such a system. an "important" system.
how can i do this in a way that doesn't hurt the individuals making the system "important"?
   a) make the risk fake
   b) make the risk very real, but also very rare
   c) ensure everyone opts in to the risk and expects it (i don't love this)
   d) make the pain short-lived (does this make the risk less real?)
   e)

think about The Well-Played Game again. we can play with stakes, if everyone opts in, if everyone is a good player.
does it make sense to let the players opt in to stakes later?
like, you play a "not for real" game, and then you play it for stakes, later, when you're ready.
that sounds reasonable.
consider how Space Alert has optional permadeath.
consider that.

consider that.

consider that.

tthe garden and the mountain. remember the garden and the mountain.
the garden is the bunny hill. what was the other name that i had for the garden?
i had another name i liked a little more but i can't remember it now.
anyway.

what makes something important, anyway?

let us say that the system does not necessarily need to be the important system. suppose we have a system which REPRESENTS something important. we ask the player to think of it as important, not to BE the important system or SIMULATE its systemic functioning but instead the videogame, the metagame, the game, the player-machine cyborg, the play, that opt-in process that includes the player's brain simulates the important-NESS of the system.

how do i feel about that?

how do i feel about that?

how do i feel?

   about that.

we ask the player,
treat this system as if it is, has the scent of, the important thing that you mustn't play with, but which here we are in fact giving you license to play with it. this is a bank: steal from it. this is a bad person: overpower and kill them. this is a small animal: capture it and put it into a tiny ball.

this is perhaps irony. this leads to irony. this leads to an unwillingness to play with real systems: why play with real systems when we have these stand-in, false, systems which can be played with risk-free?

these stand-in systems are surrogates for real engagement with the world, the messy difficult world, the important world.

i'm right back where i started.

perhaps the impulse is wrong in the first place.

if i dare to call myself a genuine surmounter of obstacles then i must either be willing to choose genuine obstacles or give up on the act of genuine surmounting.

. . .

what are the stakes?
#2891
Reviews & reflections / Beautycopter
October 23, 2022, 09:50:02 AM
Beautycopter

a nice constructed desert i want to exist in a while,
but the prescribed and arbitrary task-based scavenger hunt gameplay pattern
is not worth my time to engage with.
made it to 9:45 AM.
#2893
Close reading / Re: Monopoly Rules
October 13, 2022, 10:23:02 PM
Quote from: p179work backwards!
figure out where [you] can create a monopoly, how long it might last, and how profitable it can be.
search for the strategy that will get [you] there
Monopoly is the goal; strategy is simply the road to that goal.
"begin with the end in mind."
#2894
Close reading / Re: Monopoly Rules
October 13, 2022, 10:20:24 PM
Quote from: p167[..] never be satisfied with finding just one monopoly space. Examine every corner of your industry. You will often find multiple potential monopoly spaces characterized by the same pattern of customer needs, existing suppliers unable or unwilling to meet those needs, and possible new ways of meeting them.

VALIDATE YOUR INSIGHTS

Now analysis takes over. You have to buttress your intuition with facts and figures as well as a carefully calculated blend of imagination and caution.[..

-How big is the potential monopoly space?

-What is keeping other companies from claiming this space? (Anticipated costs? The danger of cannibalism their existing business, of damaging their brand image? Do they believe it's not worth entering?)

-Can your company overcome the barriers that other competitors perceive? (How? Can you develop a plausible business plan?)]

~ backlink, 'regarding droqen's "fear"'
#2895
Close reading / Re: Monopoly Rules
October 13, 2022, 07:51:48 PM
Quote from: p160Every industry and every successful monopoly rests on a core belief. [.. for example,] "People rent cars when they travel."

Quote from: p161[..] when you're trying to find a new monopoly opportunity in a particular industry, analyzing the industry's core belief is a good place to start. This exercise can bring insights that reveal the industry's blind spots, and the forces or trends that might make its core belief—and the existing monopoly based on it—obsolete.

I'm concerned that this book is a little bit 'preaching to the choir' — I want to believe, of course, that my instinct to do all this shit to the game industry and the art form can also be good business.