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272 pages, Paperback
First published July 22, 2015
The concept is quite simple. It’s what we call the “Goldilocks Point,” and that is you want a game to be hard enough to be difficult but easy enough that you can succeed, and that by staying right in the middle of those two constructs – not too hard, not too easy, but just right – you put yourself into a state of flow (...). You can do that with educational projects, and, when you do that, all of a sudden the learning becomes stickier. A student can be working on a project for a couple of hours and not blink, whereas most students tune out after fifteen minutes of lecture.
Heineman: You’ve created games that have spoken to political or controversial subjects in some interesting and usually funny ways. N.A.R.C. addresses the war on drugs. The Cruis’n series offers all these little send-ups of the American and European landscape and culture. Target Terror lampoons the War on Terror. Smash TV is a parody of the violent entertainment that we have in the culture.
There are a lot of other problems, though, like the focus on the numeric score in a review that a lot of our audience has. That is weird. It’s the focus on that number relative to other numbers that’s especially weird. “This game’s a seven. That game’s an eight. How dare you.” They’re trying to chart the world with a perfect system that is perfectly valid relative to everything, including itself. It’s absolute fucking insanity.
I do talk about hedonism, but we have to be really careful when we talk about what’s in somebody’s self-interest. A large part of the problem we have today is that people have goals that don’t necessarily align with their self-interests. This whole discussion is about people selfishly pursuing their goals, but there could be a change where people become aware that their goals really aren’t making them happy. I’ll give you the classic examples of the business executive that gets a job offer in a different city and says, “That’s what I should do.” He goes there and he and his family are miserable, because it turns out happiness depends on having long-run relationships in a single place (all the research shows that).
Heineman: (...) This is a common complaint about academia: it is slow in responding to what happens in the game industry, and this is detrimental to its usefulness for that industry.
Castronova: One defense of academia is that it is our job to “get it right,” not to get it “right away.”