Choices and Candyland
When it comes to board games
growing up, I remember playing many games, Life, Go Fish, Candy Land, Snakes
and Ladders, and Mouse Trap. Hundreds of hours were spent with friends and
family playing these games. I remember them fondly and as such I was excited to
play some again for nostalgia’s sake. However, after attempting this I found
that many of these games are less than I remembered. Whether it be win-more mechanics,
or simply randomness these games are better left as a memory. They simply in
general don’t hold up to a replaying after learning more about game design.
However, I was very dismayed at the
state of Candyland. I had spent hours playing this with my family. I would feel
the intensity of waiting to draw my next move, the excitement of taking the Rainbow
trail, sneaking past lord licorice. Seeing the candy cane forest with Mr. Mint.
And who could forget getting trapped with Gloppy in the molasses swamp? Unfortunately
for me I had an epiphany: after the game starts, the result is already determined.
Once the last card has been shuffled you the player are no more then a mere
viewer of the game. Candy Land has no interaction at all.
That feels weird right? Usually
even simple games such as Go Fish offer decisions. There is some element of skill
involved. However, Candyland doesn’t. Is Candyland really a game or is it more
of a toy or show? Well, yes. It is, a game is defined as a form of play or
sport, especially a competitive one played according to rules and decided by
skill, strength, or luck. (https://www.merriam-webster.com/dictionary/game) Candyland
is a form of play, that has rules and is decided (solely) by luck. So, a game
by definition. And really, it’s a good game for the intended audience. It
introduces small children to the concepts of luck, turns, drawing cards, and learning
to accept losing. It is an excellent
introduction to gaming.
Yet as I’ve grown out of the stage
where I am the intended audience for Candyland I find it interesting to examine
the game to learn what matters in game design. Candyland is objectively fair.
This is an appealing design, everyone is on an equal footing. Rolling dice or
flipping a coin are similarly fair, but less interesting than games such as
Chess. Chess is an example of a game that begins in a fair manner. You have the
same number of pieces, however if you play chess over and over the win rate of
a player with more skill will become distinctly higher than that of a lesser
player. Candyland however you should expect to see all players converge on the
same win rate in the long run view of things. Candyland gives equality of
results in the long run and chess gives equality of opportunity that leads to
differing results. Is one of these objectively better than another? That’s a
complicated discussion that gets political. But probably not, it depends on
what you want in a game. I value games that reward skill and wit, whereas others
may just want to win occasionally.
I think my greatest complaint about
candy land is that there isn’t any impactful interaction. Candyland could be
played against a pretend player with no real impact on actual gameplay. In fact,
Candyland could be used as a simulation simply enter a number of players
shuffle the order of the deck and you’re done with the game. Record the results.
Repeat. The game doesn’t need you present at all. Which when you think about it
feels kind of disappointing. You are nor connected to the game and you have no
control over your result. Failure is just that. It doesn’t reflect on you, nor
does winning. Instead the game happens, then it’s over. It’s an almost
nihilistic result, in the end it doesn’t matter. The competition is an illusion.
You aren’t playing so much as watching things unfold. Which upon realization is
an unsettling result that makes the brightly colored board feel more fake.
Can something be done? Perhaps,
maybe try playing where you deal a hand of cards and allow the players to chose
how to play them. Does the game need to be fixed however? After all it’s a stepping
stone game that can raise many more children to learn how to play games. Personally,
I think it serves its purpose of a tutorial well, but would like to see some
adjustment that requires the players to have some level of input.
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