Tuesday, November 27, 2012

Oh Gameplay Design, You Salty Whore

All the state lotteries have it right.  Bad odds against incomprehensible gains is the best way to take the blood out of the little people.  Sure, some idiot will become fabulously wealthy once or twice a week, but that won't change anything.  That wealth will be defrayed naturally, like a pillar of salt, sanded down by, well, sandy winds.

But on closer inspection, everything we do for fun is based on odds against gains.  Actually, everything we do for any reason is based on odds against gains (at least in this, what do they call it?, capitalistic world).  Odds against gains.

End of story: gameplay design is difficult.

Finally!  I have a second interview scheduled for a management position in a company I continue to appreciate more and more as I work there.  Sound false?  It's coz you don't work for the company I work for, fool.

This happened a couple days back, while I was leaving the store after my shift was done (names are changed to protect the innocent).  This whole conversation happened over, maybe, forty feet of walking and fifteen seconds, no lie:

Me: You're not out yet?
Dusty: I'm on my way.
Me: Darn straight!
Crusty: Bye Lightning J!
Me: Have a good night, Crusty!
Crusty: You too!
Me: See ya, Rascal!
Rascal: Hey, thanks for your help today.
Me: No sweat, man.  Have a great night, Tussle!
Tussle: Thank you!  You too!
Groove: Take it easy, LJ.
Me: Yeah, Groove, thanks. Get me that CD.  See you tomorrow!

I turned around and saw that a customer was following me out.

"You see how friendly we are?" I asked her.

"You guys are awesome!" she exclaimed.

And that's the point.

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