Further Reading
"Designing Interactive Theme Park Rides: Lessons From Disney's Battle for the Buccaneer Gold," by Jesse Schell and Joe Shochet (see page 68)
Flow: The Psychology of Optimal Experience, by Mihaly Csikszentmihalyi One of the great pleasures of games is the feeling of being in flow-a state of deep and all-encompassing absorption with the activity at hand. Csikszentmihalyi studies the qualities and conditions that allow for flow, which have many connections to the qualities and conditions of game play. Recommended:
Chapter 3: Enjoyment and the Quality of Life Chapter 4: The Conditions of Flow Chapter 7: Work as Flow
It is difficult to get a sense of the L game without actually playing it, but the game essentially consists of players trying to place their pieces in such a way so as to keep their opponents from making a legal move. The two players end up shuffling pieces on the small but crowded board, taking turn after turn, until one of them hits upon a winning move. The challenge of the L Game is that it does not provide clear feedback for players as they progress towards the goal. In Checkers, even a beginner can get a sense of the game's progress: if white has lost most of its pieces and black's pieces are all still on the board, then black is clearly progressing toward victory. But in the L Game, because the pieces are never removed and do not progress step by step toward a victory condition, it is very difficult to tell which player is gaining or losing ground. Playing the L Game can feel more like taking on an arbitrary, frustrating puzzle than playing a game. Jeff Fedderson, a student in a class taught by Eric Zimmerman and Frank Lantz, analyzed the game. He found the game strategy so opaque that he wrote a program to play the L Game against itself. He experimented with strategies for his computer players and identified several patterns: for example, programs that attempted to occupy the center four squares of the board and avoided putting the long edge of an L shape on the edge of the board were much better at playing the game. But even armed with these very short-term strategic goals, the L Game remains stubbornly resistant to providing meaningful feedback about progress toward the end goal. However, this strange feature of the L Game is actually what makes it so distinctive and compelling as a play experience. Despite the fact that the L Game seems to violate some of our most basic ideas about meaningful play, it still provides pleasure. Sometimes, when design rules are broken in a very original way, whole new modes of play can be invented.