edit: In a way, it feels like people who wave you on when they have the right of way at a stop sign. It's not nice, just follow the rules and drive predictably. /rant
edit: In a way, it feels like people who wave you on when they have the right of way at a stop sign. It's not nice, just follow the rules and drive predictably. /rant
In my group of friends, whether it is Risk or Monopoly, being nice makes it much easier to win. People are happier to enter into mutually beneficial agreements with nice people who they know are honest and keep their word.
If the arguments that underly the strategy decisions taken during the game purely happen during the game, that's perfectly fine. The issue arises when you absolutely cannot do anything to influence those. Rules of games are designed not designed to account for external behaviours that might favour
Eg: If Alice, Bobo and Charlie are playing a game of Risk and Alice is in love with Bob in real life and won't do anything in the game to hurt him. What can Charlie really do ? The rules of Risk have been designed to give each player with equal skill roughly 33% chance of winning - as they should. But in this case, Bob is almost sure to win and Charlie has very little things he can do to change that. How is that fun for Charlie ?
I'm as skeptical about the appropriateness of rules as it comes, but a surprising number of the ones around driving actually do work to make the traffic flow efficiently!
It’s important in this dynamic that you pick games with a high wildcard factor, so that other people win occasionally, otherwise nobody wants to play after a while.
games in themselves have no point. The act of playing games may have a point: it is generally to have fun, not to win.
> edit: In a way, it feels like people who wave you on when they have the right of way at a stop sign. It's not nice, just follow the rules and drive predictably. /rant
you're not nice.
We have roundabouts where I live, and some people will always stop before entering. This is done even to the point of waiting for people to arrive and enter from the other roads, despite the law being to yield. This causes more problems than it solves.
Hell, doing it is even an official recommendation in my country: https://mobile.interieur.gouv.fr/Archives/Archives-publicati... ("faites un petit signe de la main" = to wave)
The complaint isn't about a friendly wave. The complaint is that it's someone's turn to go, and instead of going they wave at someone else to insist the other person go out of turn.
The wave is an insistence of "you go first", not a greeting or a thanks.
Traffic isn't just 'other cars'.
> The driver has the following responsibilities: (...) to do his utmost to ensure that other road users are not endangered, especially the most vulnerable (pedestrians, cyclists and electric scooter riders)
There are definitely places where letting someone go is appropriate, especially if it's leaving a gap so they can make a turn. But if you're on a road and you have to wave them through then most of the time you're not actually helping, and fake-helping is an annoying thing.
Unpredictable traffic is dangerous, that's like, driving 101. It's nicer to let everyone follow the rules and stay safer.
The kind of "nice" that is good in multiplayer board games is strategic. Being "nice" isn't necessarily being nice. If a subset of players collaborate, they eliminate the other players from the game. It's one of the ways most multiplayer games naturally handicap based on the reputations of good players - other players assume that they will get the short end of any deal with a good player, so refuse to collaborate with them.
Different people, or groups, play games for different reasons:
* Sublimate conflicts (it's probably better than physical fighting)
* Learn / hone skills
* Feel personal challenge, tension, suspense
* Passing the time.
* Experience other players' "game-table-side banter"
* Attention diverter from munching snacks.
* Making a romantic pass at another player (it's been known to happen!)
etc. For some of these, winning is part of how you achieve your objective; for others it doesn't matter; and for others still it's detrimental!
>The programme traces the development of game theory, with particular reference to the work of John Nash [...] He invented system games that reflected his beliefs about human behaviour, including one he called 'Fuck You Buddy' (later published as "So Long Sucker"), in which the only way to win was to betray your playing partner, and it is from this game that the episode's title is taken. These games were internally coherent and worked correctly as long as the players obeyed the ground rules that they should behave selfishly and try to outwit their opponents, but when RAND's analysts tried the games on their own secretaries, they were surprised to find that instead of betraying each other, the secretaries cooperated every time.
Such a beautiful mind :-(
Whoever wins the game is the person who played the right strategy.... you have to account for other people not playing optimally when designing your strategy, whatever the reason for their suboptimal strategy (whether it is them trying to be nice or just not knowing the best strategy)
If you know a player is always nice during a game and won't attack anyone, incorporate that info into your strategy. Part of game strategy is knowing your opponents.
If you want a fair game, play strangers or a computer
Games never exist in a vacuum of their own mechanics. That's what makes them interesting. Learn the meta of your opponents, not just the game's if you're focused on winning.
If you wouldn't mind reviewing https://news.ycombinator.com/newsguidelines.html and taking the intended spirit of the site to heart, we'd be grateful.