Dallas school district starts video game teams on 64 campuses
dallasnews.com
dallasnews.com
> Finding a niche for all students to participate in an extracurricular activity is one of the DISD’s key goals. Trustees made extracurricular participation a major priority in 2017, setting a districtwide goal of 78% participation by the 2021-22 school year.
Not at all. It's just more excuse to babysit teens. Bad home life will only be fixed by raising living standards, by reducing number of hours parents need to work, providing vacation time, etc. But that would require redistributing wealth instead of raising property taxes a couple percent.
The competition and comradery of playing against other teams in the area seems to me like it would make for higher stakes (involving pride and an in-person level of gamesmanship). I'd argue these are important skills in living a social life.
I also think that including some level of physical exercise, even if just as an ante to participate under the school's charter of the sport, would make students more healthy. I don't know if any research or statistcs exist correlating cardiovascular health to markers associated with better video game performance. But it would not surprise me if a lap or two around a track before a practice or competitoin would sharpen minds, reflexes, nerves, etc. If nothing else, it would reduce apprehension to adminstrators sactioning kids playing video games.
For those interested, it was mostly just bodyweight exercises, eg between counter-strike rounds do crunches at desk, pushups, dips, etc. When I finally buy a house I have this idea that I want to design my computer desk to also be a workout desk... pullup bar and everything.
Team games---LoL, DotA, Overwatch---have been twisted and distorted by their respective companies to try to fit the wishes of their playerbase, who generally play these games solo. Thus team games steadily become less and less team-oriented, or more team-oriented, at the cost of ham-handed algorithmic authoritarianism (e.g. role queues).
But if stuff like this takes off, maybe companies will be more true to their vision and less pliable.
I'm a Lisp guy, so you can probably guess my opinions on whether it's "worth it" or not to aim for The Right Thing. And one thing I've found in my career is that the teams and individuals that make the best use of Lisp are fairly disciplined about it---they care a lot about functional purity, documentation, interopability, etc.
In other words, they're still operating under restrictions, but they're self-imposed rather than incidental. This foundation of order lets them do crazier things on top of it.
Reducing variance in one's play is the equivalent of writing code without side-effects---it's the fundamental principle of playing nicely with others in its respective domain.
Just as this is best achieved by developer education and discipline in the programming sphere, there needs to be a player ethic of reducing variance (which is why I'm glad to hear about Dallas). And without that, the problem will persist, showing its face in one form or another.
MMR accuracy is probably true, but sheesh, only in a Goodheart's Law kind of way. If it was inaccurate before, that suggests a problem with the statistic, not the game! In a complex game like OW, MMR was always going to be most accurate when applied to teams rather than individuals.
The message a role queue sends is, "Ignore the problems around you and focus on only providing one part of the team's solution" instead of, "Do whatever you can to help the team win." You can't pick up someone else's slack, you can't play unique/innovative styles, you can't adapt to new strategies; it cuts off a huge creative aspect the game used to have.
It's a terrible lesson to teach children.
To apply your reasoning above, removing that ability was a "short term" (rules based) solution to a "long term" problem (balancing the hero roster to make duplicate heroes work in a competitive environment)
With a role queue, you are now unable to solve certain categories of problems your team may have. No one character in Overwatch can exclusively solve a category of problems, so being unable to swap to a specific character isn't nearly as prohibitive.
Still, I do think it's sad that the bro culture has completely erased every other kind of competitive video games. Most of our top competitive games (particularly those made in the US and Europe) replicate some of the worst aspects of human society. Lethal conflict, industrialized warfare, conflict over scarcity, imperialism simulators, and a view of science as a tech tree with resource unlockables. It's a fairly toxic view of the world and it taints a lot of kid's viewpoint of the world.
That's not to say that violent games aren't easier to fund. As I said, they are certainly easier to make, easier to market etc...
Sure, but so are lots of things. It's just a cultural artifact of the west's love and expectation of violent solutions to conflict that we glorify this activity over others. For example, a game of Go is surely a conflict between two people, but unlike a game of Overwatch or the like it involves a lot fewer guns, bombs, and patchy plots about world governments authorizing unilateral violence.
> I've also heard it said that all good stories involve conflict.
This is a cultural lens. Lots of stories don't have an external conflict and they can be great. You know what's a great example of this? The Moive Jacob's Ladder. It was about someone reflecting on their life with pride and regret, not actual conflict.
People frame this, unsurprisingly, as "Man vs Nature". But we might as well also define it as "Human Overcomes Hardship." And that line seems much more natural. Surely much of our hardship is inflicted by our peers, but is it a deliberate "versus" scenario? I suspect not.
I don't think this really has anything to do with the west. Non western cultures have been producing violent art before the west even existed, and if you look at modern non-western movies and games, they aren't less likely to involve violence.
As for Go, people in countries that play Go also play plenty of games that are violent, and plenty of people in the west play Checkers.
My point about Go was that Go is still a game of conflict, but it's not a game where we murder one another or try to anthropomorphize the pieces to make it more like actual killing.
The implication to this sentence is that the west is unique in this regard. The only non-violent exemplar game you presented being a non-western game strengthens this implication.
The point of my post was to make an argument against that suggestion. If you didn't mean to imply that, then it really has no point.
However, if that was the case why mention the west at all? Particularly when the OP gave a non-western example (Mario) in the first place.
Unique? No. Distinct in character, yes.
> The only non-violent exemplar game you presented being a non-western game strengthens this implication.
Minecraft. Night in the Woods. Slenderman. Kerbal Space Program. SpaceChem, TIS-80, InfiniMiner, InfiniFactory, a huge portion of Stellaris's gameplay. Untitled Goose Game. Online Go. Candy Crush. Many many subgames in Roblox.
Can you stop this line of questioning now? It's boring.
So not unique. But actually unique?
>Minecraft. Night in the Woods. Slenderman. Kerbal Space Program. SpaceChem, TIS-80, InfiniMiner, InfiniFactory, a huge portion of Stellaris's gameplay. Untitled Goose Game. Online Go. Candy Crush. Many many subgames in Roblox.
Had you used those examples in your original post, then it would have had less of that implication.
>Can you stop this line of questioning now? It's boring.
If you weren't implying that the west has a "love and expectation of violent solutions" while the rest of the world does not, or that the west has more of a "love and expectation of violent solutions" than the rest of the world, then just say so.
Or you are free to stop responding if you're bored. I won't be offended.
> So not unique. But actually unique?
I don't know what you think "distinct" means but it's obviously different from the sense I'm using.
> Had you used those examples in your original post, then it would have had less of that implication.
I've had several threads about this. Sorry I don't replicated every aspect of the entire conversation for your convenience. Most folks aren't bringing the "aren't you a japanophile insulting my gloriously progressive culture" angle to the table, so I haven't felt the need to specifically defend against that ridiculous argument in every post.
> If you weren't implying that the west has a "love and expectation of violent solutions" while the rest of the world does not, or that the west has more of a "love and expectation of violent solutions" than the rest of the world, then just say so.
Perhaps being less defensive would be more productive in the future. Sadly, I'm taking your offer to ignore you from here on out. Thanks for reminding me why this place is such a waste of time.
Wow maybe you should tone it down a bit. You've actually manage to use an ad hominem in an attempt to accuse me of the of the same. Also notice that there's another person who had the same impression I did, so if you didn't mean to leave that impression, you should probably edit your post. If you did, then you shouldn't be upset when someone offers a counterpoint.
>Perhaps being less defensive would be more productive in the future. Sadly, I'm taking your offer to ignore you from here on out.
Except for this one last attempt to get the final word in right? If you're going to ignore me, ignore me, you don't need to keep making one last reply telling me that you're going to do it.
The idea that this is specific to the West just comes across as remarkably naive. Do you really need someone to list all the examples of violent Eastern media and games?
Bullshit. You think other cultures don't normalize violence? Please, violence has been normalized since there were people.
Certainly since we've had states, those states have had an interest in promoting the glory of fighting, indoctrinating the youth and such. The West is no outlier in this regard.
Really? Are you American? Are you aware about how much of the entertainment you consumed as a child is forbidden for children in other countries? Specifically because of violence?
If not, you should consider investigating.
Are you not aware that anime for boys in Japan is frequently censored when it comes stateside? Like the infamous 'finger guns' from Yugioh? Is Japan another culture that uniquely indoctrinates its children with violence then? A whole lot of those 80's and 90's violent video games were from Japan, after all. I blew up a lot of people and/or robots playing Megaman and Contra.
> I don't think this really has anything to do with the west.
I grew up (in the West) watching HK action films and samurai movies, so I hear you.
It's exasperating to have to continually point out that fantasy and reality are different things when others stubbornly refuse to accept that. Exemplified by Tarantino losing it after probably the millionth time he was grilled about violence in media: https://www.youtube.com/watch?v=n7k4GQSGvx8
Chess is another great game but it uses medieval battlefield as an analogy to explain the pieces and their different capabilities.
When you look at ancient myths and legends, violence is often part of the story. This is not a modern creation. This is cross-cultural and deeply woven in our psyche.
What you described with Jacob's Ladder sounds like internal conflict. It's not violent conflict, but the conflict is always there in any interesting story. Even romance novels are often about conflicted feelings or the decision between one romantic partner or another.
If you think of your top 10 favorite movies I think its likely violent conflict is a key plot device in most of them.
It's gripping. There's more on the line. When survival is at stake, you're more invested in the characters.
Also, is that PvP in the conventional gaming sense, or in the sense of attacking human characters in games in general (i.e. including single-player games with human on human violence)?
Please be specific, because so far you've been awfully vague, almost like you don't want to be specific enough to where someone could falsify what you've said.
So is sex, but I'd wager there are people who would be against schoolkids playing video games simulating it. I think that's the same sort of argument that HN user 'kirindave' is making with respect to violence.
I make video games. Violent ones. But it's fair for people to question whether we, as an industry, can come up with something other than death as a metaphor for success. Particularly as we try to grow the tent and move games from being just video games to more, sort of, cultural artifacts.
Not quite, but it is an interesting one. Folks are very comfortable with games depicting repeated fatal violence. Would they feel the same way about a game involving repeated rape? Surely not, at least in the US, surely?! But then again, Pick Up Artist games that evaluate your ability to emotionally manipulate people into sex are popular enough that they've broken into the world of big youtubers and
The reason these are different is because of the way our culture normalizes conflict and normalizes different kinds of dominance.
We've seen games that challenge this (even when they're by people who clearly aren't). Night in the Woods, Slenderman, Minecraft & Roblox, every racing game, Kerbal Space Program and Untitled Goose Game? All of these games are famous and made a major impact on the gaming social structure and they don't focus on pulling triggers or capturing points.
Kerbal Space Program is a good counter example. It's a sim game. I think sim games are fun. But if I'm with a large group of friends I'd pick Smash Bros. over Kerbal.
The most popular version is on peaceful by default.
> Roblox has guns and violence, it's just not bloody or realistically depicted. It's cartoonist violence.
Sure, but for every conflict minigame there is a game where you ride a dragon collecting rainbows. The first goal is to build and explore; physical conflict exists as a consequence of other decisions, not as a foregone conclusion.
> Slenderman is a survival horror game so by definition it's violent.
Not really, it's a game about terror. There is very little human-vs-human commentary.
> Kerbal Space Program is a good counter example. It's a sim game. I think sim games are fun. But if I'm with a large group of friends I'd pick Smash Bros. over Kerbal.
Sure, but even Smash is such a watered down experience of violence. And it feels like that shows in its community which is MUCH less awful than more realistic and serious fighting options.
> Particularly as we try to grow the tent and move games from being just video games to more, sort of, cultural artifacts.
I don't want to be a dick, but, like, do you not read books or watch TV or movies or anything? Because those areas are all chock full of violence. Particularly if you look at movies, what are the biggest hits? Action-adventure flicks, like the Marvel movies, right? And yet nobody says "well if movies want to be cultural artifacts, they really have to move on past this sort of thing..." with a straight face.
As I was working on my computer tonight my wife was watching Good Omens on TV, nice little miniseries, and while I wouldn't normally categorize it as a particularly violent show, there's still kids stabbing dudes with a flaming sword, demons murdering other demons, etc.
Like, I just don't know how someone can be aware of the fact that violence is pervasive in all sorts of media, and then seriously suggest that video games have to somehow move past that to match those forms of media. Because they already have non-violent games as well, so you can't actually be asking for that, that would make even less sense.
Maybe more generally, I learned through improv training that changes in relative status are entertaining to humans. It's interesting when a peasant pulls one over on a king.
Maybe we are inherently interested in things that threaten to change social hierarchy. Observing changes in it is important!
I dunno if it true in every case, current 2 times Dota champions literally built their team upon friendship and support for each other.
So its not all doom and gloom yet. But I can see this type of behaviour fade away as more money and celebrity start pouring in.
Dota is a game where folks play avatars that come together to contest a pointless battlefield, murdering each other over and over while also murdering useless "creeps" that have the trappings of anthropomorphism but are explicitly considered value-less by the Heros.
It's not a boring or bad game, but the fundamental principle is "me and my friends murder your face with our amazing tactical teamwork for no special reason while our grunts carry on fighting like robots."
> So its not all doom and gloom yet. But I can see this type of behaviour fade away as more money and celebrity start pouring in.
You're kinda behind on this. It depends a lot on the initial community. An example of a bad community is the Overwatch community. It's toxic even in the competitive place. An example of a community that is struggling to make a nicer and more civil gaming environment is Smash Ultimate, which has kicked people out for excess behavior and started to make outreach for kids and women who are typically excluded from the spaces. Unsurprisingly, the Overwatch community models a convincingly fatal combat scenario much more convincingly than Smash, where you're explicitly pretending cartoony action figures are fighting in a magical arena where the worst that happens is you get bounced off into the distance.
It's not a boring or bad game, but the fundamental principle is "me and my friends murder your face with our amazing tactical teamwork for no special reason while our grunts carry on fighting like robots."
I am not sure what you want to convey. Simulated violence is base of any game really.
Heck, chess is literally a battlefield where soldiers are scarified to acheive victory.
Playing chess doesn't make you violent or toxic.
No, it's not. Simulated hardship is, and that comes in many forms. And this explains many more games than the simulated violence model.
> Heck, chess is literally a battlefield where soldiers are scarified to acheive victory. Playing chess doesn't make you violent or toxic.
Games don't make people like anything. They normalize things and provide frames of reference, though. Choosing what games to encourage and what viewpoints to adopt changes the way we reason about the world, and we should ocnsider that.
The genres of games that exist are a result of decades of experimentation in the market. They exist because people enjoy them. Not everyone likes the same stuff. Different personality types gravitate towards different gaming experiences. Same with movies, books, podcasts, etc. No reason to believe gaming should be any different.
Angry Birds seems to be well under 100 million MAU, and anyhow isn't nonviolent.
> How many daily actives does Candy Crush and Angry Birds have compared to PUBG?
I'm gonna make your point for you here: 'investment' can vary widely depending on game genre and mechanics and context. People who play Dwarf Fortress are going to be much more 'into it', on average, than people who play Angry Birds or Candy Crush. In practice, this is relevant to both the impact on the people playing, as well as their willingness to spend.
You could easily make the same sort of criticism about Contra. You're moving down endless waves of mooks with your badass weapons without a thought or care about the morality of it. Mario sure does kill a lot of animals, etc.
I hold the opposite view to yours on this subject. By allowing an escape hatch, video games are allowing kids to live out their wild fantasies in the digital world. And doing this socially makes it a more socially acceptable activity and a way to bond with other kids who are attracted to similar things.
If you're talking driving or flying games with appropriate controllers, then they might provide some useful instruction. But first person shooters played with a controller or a keyboard and mouse are so disconnected from the reality of combat, that I can't imagine any kind of instruction that is applicable to the real world could possibly apply (actual training sims do exist and they work nothing like popular video games).
Militaries around the world learned decades ago that the only way to desensitize troops to shooting to actually kill another human (as opposed to just firing in the general direction) was by developing the muscle memory through repeated exercises of actually firing a rifle at a man shaped target.
I've seen no evidence of increased propensity to violence, or increased skill at violence over the last 30 years. If anything violent crime rates have dropped drastically, and recruits are worse performing because they are more likely to be out of shape, and less likely to have actually fired a gun.
so even if you take away the controllers completely, decades of marketing industry research teaches us that you can train certain behaviors among media consumers. for example, chomsky talks about how the marketing industry targeted children's nagging behavior so that they will pester their parents to buy them products. and we all know about how bernays coopted feminist symbolism to sell cigarettes to women.
video games are a lot more dynamic than traditional media, and it's harder to control and harder to analyze, so i would never say something so stupid as "video games cause gun violence," but a video game is not some kind of a magical medium that's exempt from the basic geometries of human psychology. part of the frustration is that we have no idea what the hell new media is doing to us.
So you're going to ignore basically my entire point.
This:
>other animal species use play as a way to simulate potentially dangerous scenarios in order to learn certain behaviors.
Carries much stronger implications than--to paraphrase your new argument--video games can be used as an advertising medium. It may not have been your intention, but your first argument is the same argument that pundits use to argue that video games "train people to be killers."
Even assuming that wasn't your intent, that animals use play to train for for combat is completely unrelated to a person on TV telling children to ask their parents for something. That's just a human using their persuasive abilities, it has nothing to do with simulated combat.
If you're talking about increased aggression, then I'd argue it's naive to believe the opposite. Scientific studies have shown no long-term impact on aggressive behavior from violent games.
Now, that they might teach you a thing or two about guns, and even basic military tactics in some cases, sure. But by itself, that's not really a bad thing.
That's the argument people are used to having, so I can see how you might be eager to address it. But I'm not interested.
Violence and dystopian themes are prevalent in video games for a reason. Living as we are in a time of Global Peace never seen before in history, human minds are instinctively attracted to the opposite experience of a total war, desolation and misery. Which is why these themes retain their allure and continue to attract the strong following that they do.
One of the more interested and open designs is the "Race For The Wool" concept where elaborately constructed obstacle courses are replicated in parallel in a void world and teams navigate their own miniature world using any means necessary to recover several colored wool blocks hidden on the map. Sometimes there even is direct player conflict when the two courses are open, allowing arrow and TNT cannon fire across the gap at one another.
Even the war games were rich stories with detailed systems. While I respect the tech aspects of what came after, it's well-accepted that game design contracted in on itself as the majority of the money in PC gaming went to FPS games.
> it taints a lot of kid's viewpoint of the world.
Is there any actual evidence of this? Because so far based on your comments elsewhere, it sounds like you just have on some rose-tinted glasses about retro games, and harbor some personal antipathy to modern popular competitive PC games.
This is just one example, but I suppose what I'm trying to say is that this will likely become the norm not the exception.
Where kids will learn about rsi and how to mitigate, also how to keep their body in peak condition, etc. Much better than just gaming at home without guidance.
I still think that could have been an exciting idea.
But I have to ask, isn't the pointless, manufactured competition actually the worst part of all this?
Games could recreate any universe we can imagine. Worlds without scarcity, worlds without conflict, worlds deeply simulating fantastical aspects of an alternative universe where any experience is possible. Weirdly, all those games end up with people pointing guns at one another.
Even a lot of AR games try to recreate all the "fun" of urban warfare by manufacturing. It's pretty depressing, if you ask me.
The thing is, all that is _boring_. If there is no scarcity, there is no progression. This can be OK if there is other sources of conflict like in Kerbal Space Program sandbox mode where you have an unlimited amount of parts and Kerbals to build with but you have to overcome environmental challenges inherent in flying a ship to another planet and back. Even so there are people (like me) that find sandbox KSP not very fun because there is no progression/scarcity.
If there is no conflict of any kind there is nothing preventing you from achieving your goal immediately without having to do much of anything, which isn't exactly very fun.
> worlds deeply simulating fantastical aspects of an alternative universe where any experience is possible.
This is a description of the environment of a game, not a game itself. Very few people want to play "games" that are solely experiencing the environment with no real goals. The only games I can think of that are like that are sandbox games like Minecraft, and TBH I don't think sandbox Minecraft really counts as a game anymore than building a stick fort does in real life. (Also, survival mode in Minecraft is very popular. And guess what it has? Conflict with the environment and players)
> Weirdly, all those games end up with people pointing guns at one another.
Because (most) people need to have goals to work towards both in real life and in games. If you don't give a player goals, they will make their own, often being "make the most money" or "be the best at combat." Combat as a game is far from modern, the only modern thing we've added is making it virtual combat.
That's just false. One of the most popular games in human history, Minecraft, completely destroys this notion. Every resource is infinitely renewable and available in great supply.
> This can be OK if there is other sources of conflict like in Kerbal Space Program sandbox mode where you have an unlimited amount of parts and Kerbals to build with but you have to overcome environmental challenges inherent in flying a ship to another planet and back.
This sentence seems contradictory. The challenge is in the doing of a thing. That's not conflict OR scarcity, it's simply your experience. And it's a fun and famous game with a huge following.
> If there is no conflict of any kind there is nothing preventing you from achieving your goal immediately without having to do much of anything, which isn't exactly very fun.
This is that "cultural lens" thing I've referred to in other posts. You're defining this as conflict, but it's not really conflict. It's overcoming hardship. The way you define this matters for how you think about it.
> Very few people want to play "games" that are solely experiencing the environment with no real goals.
So I submit the majority of gaming time on the most popular gaming platforms (mobile) are in fact exactly like this. There is no forced conflict in Neko Atsume or Candy Crush Saga. Roguelike games do model violence conflict, but largely do away with specific goals and simply let you revel in an environment that is new and surprising each time.
> Because (most) people need to have goals to work towards both in real life and in games.
Why does this require repeated and somewhat authentic modeling of fatal violence?
> If you don't give a player goals
I'm trying to work out how you're immediately equating "slaughter each other in PUBG while rolling around in a jeep for now reason" is "goals" but "build a pyramid with your friends in minecraft" is not. In terms of hours and copies sold, the later absolutely annihilates the former, and yet here you are arguing that the former is the only fun option.
One of, if not the, most popular modes in Minecraft involves scarcity, rare materials being found near monsters, and requiring you go to what is basically the christian idea of Hell to retrieve them.
So, I've logged thousands of hours of Minecraft and recorded and sold hundreds of hours. Everything in Minecraft is trivially renewable. It's easy to get. The core resource scarcity of minecraft is an hour of so of gating. People's predilections towards activity have way more to do than any scarcity.
There are robotic antagonists, but they're clearly not human. There is PvP, but it's window dressing to the building. And uh, I don't think the Nether is very much like Hell at all.
There is a difference between Overwatch or Dota2 and Minecraft. In Minecraft, you do something else and sometimes fight others. In the others, you fight others and might occasionally do something else.
You completely ignored this:
> Very few people want to play "games" that are solely experiencing the environment with no real goals. The only games I can think of that are like that are sandbox games like Minecraft, and TBH I don't think sandbox Minecraft really counts as a game anymore than building a stick fort does in real life.
I don't really consider sandbox Minecraft a game any more than building something out of Legos or a stick fort in the woods is a game. Is it fun? Yes! Is it creative? Yes! Is it a game? I would say no.
>> This can be OK if there is other sources of conflict like in Kerbal Space Program sandbox mode where you have an unlimited amount of parts and Kerbals to build with but you have to overcome environmental challenges inherent in flying a ship to another planet and back.
> This sentence seems contradictory. The challenge is in the doing of a thing. That's not conflict OR scarcity, it's simply your experience. And it's a fun and famous game with a huge following.
The challenge is the conflict with the environment. Maybe you don't view this as conflict, but the prevalence of "Man vs. Nature" as a kind of conflict is huge in Western culture.
The scarcity in KSP only comes into play in science mode (science points that you need to unlock technology is a scarce resource) and career mode (science points + money to build your rockets is a scarce resource)
>> Very few people want to play "games" that are solely experiencing the environment with no real goals.
> So I submit the majority of gaming time on the most popular gaming platforms (mobile) are in fact exactly like this. There is no forced conflict in Neko Atsume or Candy Crush Saga. Roguelike games do model violence conflict, but largely do away with specific goals and simply let you revel in an environment that is new and surprising each time.
Goals != person on person conflict. In Candy Crush you are trying to complete a level that is designed to make that a hard task (Man vs Nature where the level is the "nature"). I haven't heard of Neko Atsume so I can't comment on that.
For rougelikes, isn't the goal often to beat the end boss? Obviously the journey has to be fun or people won't play, but they still have a goal or give you enough space and tools to let you define your own.
>> Because (most) people need to have goals to work towards both in real life and in games.
>Why does this require repeated and somewhat authentic modeling of fatal violence?
Again, goals != person on person conflict. Conflict != person on person conflict. I personally can't stand games with authentic person on person violence, but I love games like Celeste where the goal is to climb the mountain and you have to face many kinds of conflict (Man vs themself, Man vs Man, and Man vs Nature)
>> If you don't give a player goals
> I'm trying to work out how you're immediately equating "slaughter each other in PUBG while rolling around in a jeep for now reason" is "goals" but "build a pyramid with your friends in minecraft" is not. In terms of hours and copies sold, the later absolutely annihilates the former, and yet here you are arguing that the former is the only fun option.
PUBG has a very clear goal: Be the last person alive by any means necessary. You may not find that fun. I know I don't. But it is still a goal, and considering how popular it is a goal that many people find fun to achieve.
Building a pyramid in Minecraft is a self imposed goal, there is nothing about Minecraft that says "you must build a pyramid to win." Again, I view sandbox Minecraft as a building toy like a box of Lego bricks, not a game in the traditional sense. Also, you are completely ignoring survival mode which hey what a surprise features conflict between the player and the environment (creatures that want to kill you) and sometimes conflict between players.
I'm not saying that the former is the only fun option. I'm just saying that for a game to be fun it needs to let the player have goals to work towards and some kind of conflict (NOT necessary person on person conflict) that makes the player work to achieve their goals. Would Mario Bros. be fun if there was no enemies to avoid or defeat and the level was just a strait line from the start to the goal with no obstacles in between?
So now kids playing with legos isn't a game becuase it lacks conflict? ... That's... not a very realistic definition in my book.
> The scarcity in KSP only comes into play in science mode (science points that you need to unlock technology is a scarce resource) and career mode (science points + money to build your rockets is a scarce resource)
There is a scarcity mode if you want it, yes. But it's not exactly actual scarcity. It's more like, "You just need to wait longer to do action X." There aren't hard choices to be made nor are there ever dead ends from those choices.
> Goals != person on person conflict. In Candy Crush you are trying to complete a level that is designed to make that a hard task (Man vs Nature where the level is the "nature"). I haven't heard of Neko Atsume so I can't comment on that.
Even the words you're using are begging the question. Is that lens of "man vs ____" actually a valid one? Why? The designer isn't trying to actually be in conflict with users. Candy Crush isn't trying to make levels hard. They're trying to make them fun.
> For rougelikes, isn't the goal often to beat the end boss? Obviously the journey has to be fun or people won't play, but they still have a goal or give you enough space and tools to let you define your own.
Not really? Lost of the famous ones have a goal that is not "kill a thing" but rather "escape with an object" which is always harder. Rogue never had an end. Nethack has you escape with an item; actually fighting the Wizard of Yendor is a waste of resources. Dead Cells has tons of endings and a few don't even involve final bosses.
> Building a pyramid in Minecraft is a self imposed goal, there is nothing about Minecraft that says "you must build a pyramid to win." Again, I view sandbox Minecraft as a building toy like a box of Lego bricks, not a game in the traditional sense. Also, you are completely ignoring survival mode which hey what a surprise features conflict between the player and the environment (creatures that want to kill you) and sometimes conflict between players.
Well this is another subtle cultural perspective, isn't it? Success, PUBG and Fortnite's Battle Royale posit, come from external validation. You have to want both the validation and agree that getting it is an accomplishment. I can see how folks like trying to make this perspective appealing to kids, but it's not really a reflection of reality nor the human psyche. There are an unlimited number of kinds of external validation we all ignore.
> . I'm just saying that for a game to be fun it needs to let the player have goals to work towards and some kind of conflict (NOT necessary person on person conflict) that makes the player work to achieve their goals
With all respect: I think you want to say this but in fact your words betray you. Your first instinct for game conflict is violence. I somewhat agree with the point you've made, but I want to point out how your worldview undermines that point.
>So now kids playing with legos isn't a game becuase it lacks conflict? ... That's... not a very realistic definition in my book.
I have _never_ heard anyone call building with Legos a game. Heck, Lego themselves made a theme called "Lego Games" where you built games to play with out of Legos! This wouldn't make very much sense if they considered Legos themselves to be a game. So yes, I wouldn't call building with Legos a game, I would say that it is playing with a toy. In the same spirit I would say playing sandbox Minecraft is playing with a virtual toy.
> There is a scarcity mode if you want it, yes. But it's not exactly actual scarcity. It's more like, "You just need to wait longer to do action X." There aren't hard choices to be made nor are there ever dead ends from those choices.
OK, I must have misunderstood what you meant by scarcity. I took it to mean that you have no limits on your resources, not that it had to be very difficult to obtain those resources and that there had to be a finite amount of them to allow dead ends.
>> For rougelikes, isn't the goal often to beat the end boss? Obviously the journey has to be fun or people won't play, but they still have a goal or give you enough space and tools to let you define your own.
> Not really? Lost of the famous ones have a goal that is not "kill a thing" but rather "escape with an object" which is always harder. Rogue never had an end. Nethack has you escape with an item; actually fighting the Wizard of Yendor is a waste of resources. Dead Cells has tons of endings and a few don't even involve final bosses.
As you can probably tell I haven't played many rougelikes so thanks for showing me that they are a lot more diverse than I thought. However, I would still say that they all have conflict, just not always violent conflict.
> Well this is another subtle cultural perspective, isn't it? Success, PUBG and Fortnite's Battle Royale posit, come from external validation. You have to want both the validation and agree that getting it is an accomplishment.
Not really? Success is winning a round. There is nothing external in that. _Wanting_ to win a round of PUBG can be external (although I wouldn't agree that it has to be, lots of people just find that kind of game fun) but actually winning a round of PUBG isn't.
>> . I'm just saying that for a game to be fun it needs to let the player have goals to work towards and some kind of conflict (NOT necessary person on person conflict) that makes the player work to achieve their goals
>With all respect: I think you want to say this but in fact your words betray you. Your first instinct for game conflict is violence. I somewhat agree with the point you've made, but I want to point out how your worldview undermines that point.
Wow, I guess I've been lying to myself all these years about how I don't like graphic violence or gore in games or movies. Thanks for telling me my true self internet stranger! /s
But seriously, I've said multiple times that I don't like those kind of games. Battlefield, PubG, Fortnight, and all the other person on person combat/battle games could have never been made and I would be perfectly happy. If you think I'm lying that's fine, but I'm not going to continue to discuss this if that's the case.
The definition of a game isn't easy. Academics have struggled with it for a while now.
Some people would call Minecraft a game. While other people would say it's more a system for developing your own games.
If it has merit, it has merit with free software.
There are plenty of cheap/free games that could serve the purpose just fine, if indeed there is any educational merit whatsoever to this initiative (which I highly doubt).
View this more like schools spending lots of money on football teams, not as an educational experiment.
And since public schools are mostly locally funded, some districts aren't cash strapped.
>my point stands: no school should be spending a half million in tax money on corporate video games.
This decision is made at the district level, if the people don't like it, they can very easily vote in a different school board. The local voters are the ones who get to decide what they "should" spend their tax money on.
> if indeed there is any educational merit whatsoever to this initiative (which I highly doubt).
Participation in after school activities has been shown to positively impact educational performance.
Kids don't want to play Tux Racer, they want to play Fortnite. There isn't any free software games out there that are going to attract the attention of these kids the way the AAA titles like Fortnite, World of Warcraft, and League of Legends do, and that means that without having access to those titles, the kids aren't going to join the club, and aren't going to be in that controlled and safe setting.