Nutcase said:
Captain Blackout said:
Furthermore, his example of Texas Hold'em leaves much to be desired. I've seen poker players play blind as to the cards (completely removing Costikyan's suggestion that they are using statistics to win) and still win. Does he not understand poker as a psychological game apart from the cards?
Wrong. He described that quality of poker for an entire paragraph.
His summation was a failure in it's own right.
Costikyan says, "If randomness dictates outcomes, many players will find the game unsatisfying(.)" When I was in a cards group playing daily, the Rummy section (random game) was far bigger than the Spades and Hearts section (skill games). Which players did Costikyan use as his sample for that statement? Either he hasn't said much (as many players also find games of skill unsatisfying) or he's trying to sneak in the opposite, that games of skill are preferable to games of chance.
The word "many" seems too complicated for you.
I re-read the section on poker. He does not specifically cover playing poker well
without relying on statistics or odds. That's what gets me about it: I've seen it done. It cracks me up every time someone says poker is purely a game of chance. If you know how to read others and manipulate them, you never have to look at your own cards. In fact, I beat the guy who taught me the trick. Once, and only once. I was drunk as hell and was able to ignore the game completely until I wanted to win a hand (when the cards were in my favor), and not reveal what I was up to. I used the random nature of poker against a better player, but I damn near had to "cheat" to do it (by rendering myself unreadable).
As for problem with the word 'many', he makes a weak final statement. My epistemology professor would have said the same thing. To show what I mean:
And that perhaps is the main reason why serious gamers, at least, tend to view games that are excessively luck-dependent as poor games by nature; unlike primitives, or the superstitious, we see no significance to the outcome of random processes, and therefore no sense of triumph at winning a luck-dependent game. We do not have the favor of the gods, the mystical forces of nature are not aligned in our favor, it is not an omen that our endeavors today will likewise be met with triumph. It was just a game, over which we had no real control, and therefore not a very interesting one. -Costikyan
He goes on to talk about game aesthetics and relates it back to randomness. I still haven't read the whole thing but I haven't seen a good strong final statement.
Mine would be: Saying randomness makes for a poor game ignores a valid aesthetic. While skill is what makes a good game for many chance still makes for entertaining games for others. A game designer who can intelligently and artfully use chance in a game designed for players of skill games can raise the level of intensity and enjoyability. The players know they have to do their best to make the most of their luck when its good or they will surely lose when their luck turns, keeping them constantly on their toes. Perfect examples of this are games like Paranoia. (I would have chosen the board game Arkham but in deference to the brilliant author of the essay...)