Computer game developers, almost to a one, are blind to the emotional resonance of their games, but they don’t think they are. Quintessentially, they’ll talk about fun as an emotion and focus on that. They’ll talk about other emotions that they want to create, in particular: love and hate. The near universal conceit is that those sorts of emotions are hard, especially in single player games, so don’t even try.
They are blind to the emotional resonance that they do create, because they don’t think it can be done.
That’s a typical gameplay situation, sans the wonderfully subtle animations and music score. Quick run-through on the game follows. You’re the hapless adventurer in the bottom row of cards. Your sword and shield which can do, and block, 5 points respectively. You’ve managed to collected 14 loot points so far. It’s early yet with 44 cards to go, but you’re pretty beat up, and your skull is showing through…
To play, you drag cards around. In this case, I’m going to use my sword to slash the Troll, then drag him onto my shield. That’ll use up my sword, and leave me with a one point shield, and only 4 health. So, without healing, the spider would kill me. (For a moment, as I wrote this, I wondered if the adventurer was actually my younger daughter experiencing her worst fear.) Luckily there’s a Leech spell on the board which will heal me right up, based on the damage that I’ve taken at that point. One of the real fun parts of this game is the significant variety of blue spell cards and how they interact with the cards in play.
Oh, and of course there’s some LOOT on the board in the form of the coin, so into my backpack that goes… A victory will allow me to use the loot I’ve collect to acquire new blue cards.
So far, great. Really great. It’s a happy fun romp through cards with the whole Sir George and the Dragon sort of feel to it.
Until it isn’t.
I just used my last healing potion. I’ve pulled all of the cards out, and here I am at the end of the game.
“How do you end the game?” you ask.
“How do you loose the game?” is what you should be asking.
I’m of the school that there’s winning and learning. How you “not-win” is central to what are we going to learn. In this sort of game, you really don’t know what’s going to come next card-wise, because randomness plays a huge factor. That’s the central learning of this sort of game, otherwise stated as sometimes bad things happen to good people. An interesting lesson, and necessary, as without it, nothing good could happen to good people either.
It’s how you loose the game which is of issue.
I pulled the Slime onto my shield, which softened his blow by 2 and took three damage, so down to 7 health. The only recourse I have available is to drag the Souleater onto me and die. The only thing I can do is to feed myself to the Souleater. I get to kill myself with a Souleater. Killing one’s self is the only path to more.
I killed myself with a Souleater.
The only path forward is to commit suicide.
That lesson not OK with me.