Hating on Candyland: Why most games for kids are awful
kidsdungeonadventure.com
kidsdungeonadventure.com
This is why family games have a gradient to them, gradually trading chances for decisions, and gradually expanding the state space, until the game player is ready to join the adults fully with something like Scrabble in the early teens or so. The mentioned Connect 4, for instance, is relatively simple and can be effectively "solved" by an 8 or 9 year old, for instance, so a 8yo and an adult are still not separated by such a large gulf that the game is a joke. Children are actually pretty good at figuring out that they are being "let" win.
If you replace Candyland with something that has any choices at all, you've replaced something other than Candyland.
That said, I'm not saying the progression is optimal as it stands, but if you don't understand the reasons for the enduring popularity of the "standard game loadout", which hasn't seem to have hardly changed in 50 years, you're not going to improve on it properly. And I'd say most of the flaws are on the higher end and solved with things like Settlers of Catan and such, not the children's part of the progression.
Thanks for reading and responding, though.
Consider that the job of a GM isn't to beat the players by any means possible, but to make a fun game with the right level of challenge. In an adversarial situation you'd call that "throwing the game". But in a game where the GM simply implements the game mechanics, they just act as an infinitely flexible interpreter of desired actions and generator of sensible results. In other words, you've implemented a single-player game for the kid(s).
That said, I do think "games" like Candyland have a place; they're just really uninteresting as games. They do something interesting and allow interaction. So do toys that light up or make noise when you interact with them. Candyland demonstrates a structured form of interaction, and a concept of game rules (moving your token according to defined rules rather than just marching it across the board as you please). Calling it a "game" is a stretch, but that doesn't make it worthless.
My simple RPG allowed me to have fun building the dungeon and setting up the scenario and my daughter has a blast smashing the monsters, collecting the treasures and saving the day. Kids that age really respond to following a story, which isn't available in any board game I've come across.
As far as decisions, there are tons even without introducing extra things. You have to: 1. Decide which hero attacks which monster (gang up vs spread attacks out strategies) 2. Decide which paths to take through the dungeon 3. Decide which heroes get which items you find. 4. Decide when to buy and use food
Could we fix Candyland? I would give the kid 4 cards to hold in their deck and let them choose a card to play each turn. At the end of each turn you draw another from the top so you always have 4. You'll learn all about taking turns and following directions while seeing how your choices affect the game.
I just fixed Candyland. You're welcome, Hasbro.
My son is 12 and still enjoyed Candyland and Chutes and Ladders as late as last year (while also starting to like Clue and Monopoly). The risk-free social aspect of a non-game game like Candyland is really important for some kids; it's really more of a role-playing situation for the whole social dynamic of playing a game in a small group than anything else.
My daughter, now, with her you're right - she tired of Candyland pretty quick. As everything with kids: it depends on the kid.
Besides, most people have forgotten most of what they knew in fourth-grade science, unfortunately. I recently gave a talk about planetary science to a classroom full of seven-year-olds, and was astonished how many random facts some of them seemed to know.
Kid: "How many moons does Jupiter have?"
Me: "Well, there's four large ones, and quite a number of smaller ones. We're still discovering new ones, and the smallest ones are only a kilometer or so in diamet..."
Kid: "Sixty-three!"
I checked when I got home, and damn, he was right, there are currently 63 known moons of Jupiter. I research Jupiter for a living and I didn't know that, but this seven-year-old kid did.
N.B.: I was home-schooled through preschool. My mother designed a bunch of board games that she used to teach me basic math. Then I got to kindergarten and got introduced to Chutes & Ladders. I saw through it immediately and got into arguments with my classmates about what a stupid game it was.
Could easily be implemented by having two dice, a "safe" die and a "risky" die. On your turn you only roll one die (you choose which one) - the risky die you move ONLY when the number would land you on a chute or ladder, otherwise you stay put. The safe die you move no matter what, and chutes/ladders do not apply to you wherever you land.
Interesting post, but your Connect 4 game sounds extremely, extremely poor:)
The time will come, soon enough, when they want a game that requires them to make decisions, and plot strategy-- and when that day comes, there are plenty of such games to choose from. (My two older daughters both jumped straight to chess when they got to that stage.) But right now, game playing is about the social aspects.
In fact, prior to the arrival of Candyland, my five-year-old (then four) would make us play board games without any rules. She'd roll the dice, and move the pieces around randomly, and have us do the same. That was the part that was fun.
Lately, she's gotten into card games, and her favorite at the moment is a game of her own invention, called "Stop and Go". You divide the cards equally among the players, and each player has a stack, face down. When it is your turn, you turn over the top card. If it is red, you stop. If it is black, you turn over another card, and keep going until you hit a red card. The first person to go through their whole stack wins. No strategy, no decisions-- from a game theory standpoint, it's the same as a lottery drawing-- but that's the beauty of it.
EDIT: for clarity.
It's a really spectacular book; I learned a lot from it despite not being a game designer: http://www.amazon.com/Theory-Game-Design-Raph-Koster/dp/1932...
Ultima Online in 1997 was so far ahead of its time, nothing quite like it has been made since. Some games have fumbled around with elements of UO, like open PvP or player housing or crafting, but nothing has ever captured its real essence: feeling like a living world with a wide variety of people, not just fantasy hero cutouts.
You could spend months in the world without killing a single monster, just mining and blacksmithing and selling your wares to make money to buy a house. And it was fun! You could wear clothes just for aesthetic reasons, not because they gave you +1 dexterity. They got so many subtle details so right. It makes me sad that "immersion" now basically just means "pretty 3D world".
Years ago I was teaching English in Japan to a 6-year-old, a 4-year-old, and a 3-year-old. We were playing some utterly moronic game where the kids took turns drawing cards, having me read the letter of the alphabet they drew, and then moving their pawn as appropriate.
It was really more for the younger kids, so the 6-year-old made a decision: he attempted to cheat! He simply moved his pawn forward ten squares or so when he guessed we weren't looking.
Regrettably for him, we were indeed all looking at the board. He offered to move his pawn back the ten spaces, but no, it was back to the beginning for him.
I almost never stray from that strategy, and even when I do, it's not like those exceptions make the game any more interesting.
Here's two questions: - How many houses is optimal for most sets? - Would you rather have both utilities or two railroads?
If the other players will bid less than the sticker price, then it's a better strategy to decline the sticker price and pick the property up in the ensuing auction. Under some circumstances (e.g. all the other players are broke) you can pick it up for a song in this case.
For those who are fuzzy on the rules: http://richard_wilding.tripod.com/monorules.htm
Monopoly proper is all about trading, which is in turn all about risk management, probabilities, and leveraging your holdings. If your strategy for Monopoly can be summed up as "buy the property if I can, otherwise pay rent if I have to", you aren't actually playing the game.
Mine, at least until people cotton onto it, is to be a "Slum Landlord." I buy and trade for the cheapest sets I can find, and then I put four houses on each property. Remember, they're slums, so you don't expect hotels. If I can corner the market on houses[1], no matter what the other players do, they can't bankrupt me with rents because they can't improve their properties.
This doesn't work in a game where people ignore the housing shortage rule, of course. But If you toss that rule out, I don't think you're playing Monopoly any more.
[1]: There are 32 houses, so if you own 21 houses, it is impossible for anyone else to upgrade a three property group to hotels. If you own 25 houses, no other player can upgrade any group. It's fairly easy for two players to control the property market and kill the other players off.
http://boardgamegeek.com/forum/2017/the-settlers-of-catan/va...
The "fun" part of Monopoly is trading with other players. It's actually a pretty acceptable game as far as diplomacy goes. The worst problem with the game is that it very quickly devolves into a situation where two players have a decent chance to win, everyone else is royally screwed, and the game still has about an hour to go. Also, it's terribly reliant on luck: while it is possible to actually be good at Monopoly(i.e. there are strategies and skills that will seriously increase your chances of winning), a few bad rolls and/or a player adamant about not selling X property or trading Y player (this happens a lot IME) can leave you completely out of the game.
In that situation you can play the two big players off against each other. Offer a deal with Big Player 1 that benefits you (e.g. allowing you to get a group) and tell him that if he refuses, you'll sell all your assets to Big Player 2 for $1.
It's all about getting monopolies, and preventing other players from doing so. Luck is still part of the game, but certain parts of the game (go to jail, advance to nearest unsold property/boardwalk) give weight to certain parts of the board.
In our household, we like to play with the speed die, which adds an additional strategy that I like: It forces players to advance to the nearest unsold property, or if all are sold, it advances the players to the nearest unmortgaged property.
When I was a kid, I chose not to play Candyland. I chose to play Battleship and Stratego and Checkers and Chess and (much later) Magic.
Other than the hundreds of other kids games that offer better alternatives, he also suggested letting each player draw four cards and choose which one to play. This way, there's still a lot of luck and the kids will still win sometimes, but it's not completely passive.
I have to agree with Tom. It's hard like a game that gives kids no choices. In life people do have choices.
looks like a great idea (his game) so I decide for $6 it's worth a shot. My only payment choice is cc via PayPal, but PayPal are demanding my home address ("Please note we do not accept PO Boxes. If we are unable to match your address against Australia Post records, we may ask you to verify it by providing documentation."), full name and valid home phone number.
Sorry, but they're not getting them. I'm still interested in the game though.
We still own the "traditional" childhood games mentioned in the article but rarely play them.