Metaplace is on Twitter!
Metaplace has an official Twitter account now! Feel free to follow. ๐
Metaplace has an official Twitter account now! Feel free to follow. ๐
The case against Candy Land is a BoingBoing post by Steven Johnson, author of many wonderful books (and fellow roundtable-ee for that Harper’s piece a long while ago).
In it, he points out that many classic kids’ board games are built primarily on randomness, not skill. He even goes after Battleship:
…Yes, at the very end, you might adjust your picks based on your knowledge of which ships youโve sunk. But for the most part, itโs about as mentally challenging as playing Bingo.
And Battleship might as well be Battleship Potemkin compared to something like Candy Land, which was fiendishly designed to prevent the player from ever having to make a single decision while playing the game. You pick a card from a shuffled deck, and follow the instructions. Thatโs it.
I realize that games of pure chance have a long history, but that doesnโt make them any less moronic.
A lot of kids’ games aren’t as dumb as they seem — I often cite Chutes and Ladders as a game with a deep lesson in it, though one we learn quickly and then take for granted. (It has a discontinuous map with “hyperjumps” between positions; you could even take it as a training tool for “black swan” events if you want to get lofty about it). ๐
I think Steven is underselling Battleship a bit; I used it to demonstrate to my kids how well-organized search grids usually destroyed their random selections (I prefer a slanted grid with an interval of 3; I usually spiral it rather than proceed top to bottom). Not to mention that the psychology of estimating your opponent’s skill in ship placement does indeed matter.
But I always hated Candy Land.
The Metaverse Journal has a new interview with me up. It’s all about Metaplace, the industry (games and virtual worlds), and what my five desert island discs would be. They call me an “elder statesman,” and then comment I probably wouldn’t like that, and they’re right. ๐
In re-reading the answers, there’s one minor correction I want to make:
Lowell: As a writer, has anything recently in virtual worlds stood out for you as high-quality writing?
Raph: To be honest, I donโt think that writing has ever been a huge part of social virtual worlds. Itโs had far far more of a presence in the RPGs, where it is really starting to get much better.
That should, of course, be “a huge part of graphical social virtual worlds” — since writing was the key form of expression in the text-based ones! (Also, I am not minimizing the good writing work some are doing — it just doesn’t seem to be a major current in the field right now).
The European Network and Information Security Agency (ENISA) released an interesting position paper on some of the concerns associated with virtual worlds.
A summary of the position paper’s recommendations:

Hilarious.
The Health Energy Potion promises gamers up to eight hours of energy, elderberry, ginseng, biotin and folic acid, and as much caffeine as two cans of Red Bull.
–New Health Potion Adds ‘+160 HP’ and Ginseng – Kotaku Australia.
Apparently, you’ve been drinking apple cinnamon Red Bull all these years.