More notes about pain as a game mechanic
blog.plover.com
blog.plover.com
If I can be patient longer than my toddler can inflict "pain", I win.
As I recall, they rewired the rumble motor circuit to instead trigger a ~10,000V stun gun, the output of which was wired back to two metal contacts they added to the grips.
It's turning out to be impossible to search for, but always seemed like a fun idea.
My hardest season was the one where I had shin splints. You'd think the concussions, the hematomas, the separated ears, the stomped feet, the scraped hands, the black eyes would be painful, and you'd be right: they're painful. But not as much as the shin splints. Go figure.
This also reminds me of QWOP[0] and Petris/Bastet/Bastard Tetris[1].
I bet that aspect to it was probably intended too, which I love
https://en.m.wikipedia.org/wiki/Yubitsume
Which makes more sense in the criminal underworld than in chess. That kind of feedback loop is terrifying and beautiful.
A similar (less gruesome) loop in the white-collar world is effort measured by tiredness. Bags under the eyes is an honest signal for mental strain over time (as far as I know).
The two games are very different.
A better chess analog of yubitsume would be: you can make one (normally) illegal move in the game, if you pay for it by chopping a finger.