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Patrick
01-29-2007, 12:16 AM
After further reflecting on the question of puzzles vs games, it seems
to me that it's very simple really:

In a game, you stand to win or lose; in a puzzle, you can't lose --
it's guaranteed that you *can* "win" (i.e., solve or complete the
puzzle) if you're smart and persistent enough.

--Patrick

David Parlett
01-29-2007, 12:16 AM
In message <1167674640.308736.206370@s34g2000cwa.googlegroups. com>,
Patrick <patrick1955carroll@yahoo.com> writes
>After further reflecting on the question of puzzles vs games, it seems
>to me that it's very simple really:
>
>In a game, you stand to win or lose; in a puzzle, you can't lose --
>it's guaranteed that you *can* "win" (i.e., solve or complete the
>puzzle) if you're smart and persistent enough.

As far as I remember I agree with pretty well everything you wrote in
your longer posting, so felt no need to comment further. What you write
here just about sums it up. As I put it in my essay, "[Caesar Patience]
is not a game but a puzzle. Once you have done it, you can do it."

When all's said and done, though, I have to admit to having some qualms
about categorising as a "game" a purely mechanical patience that gives
you absolutely freedom of action and either comes out or doesn't
depending on the lie of the cards after shuffling. This seems to me more
like therapy than a game.
--
David Parlett
For books and games visit http://www.davidparlett.co.uk
or (shorter) http://www.davpar.com

Patrick
01-29-2007, 12:16 AM
David Parlett wrote:
>
> When all's said and done, though, I have to admit to having some qualms
> about categorising as a "game" a purely mechanical patience that gives
> you absolutely freedom of action and either comes out or doesn't
> depending on the lie of the cards after shuffling. This seems to me more
> like therapy than a game.

Sounds like that differs from Snakes & Ladders only in that in S&L
players have *no* freedom of action. Either way, the outcome of the
game is determined by the randomizer.

But if S&L isn't a game, what is it? It's certainly not a strategy
game -- but it's still a contest where one player will win and the
other will lose. I think we have to admit that games of chance are
still indeed games.

When we start dealing with the extremes, we find a lot of bad games --
games that fail to give players the kind of pleasure we feel they can
expect. And it's tempting to deny that those are games at all.
Tic-tac-toe, for instance, hardly seems like a game, since it becomes
trivial once one learns the trick of it. But before one learns the
trick, it is a game (and it's also a good introduction to the merels
games -- e.g., Nine Men's Morris).

I've owned several books of patience games over the years, and tried
many of the games. And I've come across many games which made me ask
myself, "Why would anyone ever play this?" Some are nearly impossible
to win; they're like puzzles that can't be solved but just keep you
struggling with them forever. Others require little or no decision
making; you might as well flip a coin and save yourself the time it
takes to play. I would have thought games like these would have been
long and gladly forgotten -- but instead they keep reappearing in
patience books and software packages.

So, if a game differs from a puzzle in that you can win or lose a game,
how is the pleasure of playing a game related to the possibility of
winning or losing?

Puzzle fans apparently like the fact that they can't lose; they derive
pleasure from meeting and overcoming resistance, from their mental
triumph in finally solving the problem.

Game fans evidently like the fact that they *can* lose -- but no one
likes to lose, and the game player derives pleasure from the process of
playing to win.

In either case -- game or puzzle -- the player's pleasure is reduced if
the struggle is either too hard or too easy. The player wants a
well-deserved triumph, a memorable experience.

A nice feature of two-player games is well-matched players of any
caliber can have an enjoyable experience. Chess is an extremely
difficult game to master, for example, but any pair of novices can
still enjoy playing. You don't have to play perfectly in order to win;
you just have to outplay your opponent. The game will always "come
out" and be a win for one player or the other -- and there's something
satisfying in that.

But in one-player games, it's different. Since there is no one else to
outplay, you have to beat the system, or the shuffle, in order to win.
You can't find a well-matched opponent, so you have to try to find a
patience game that suits your skill level or willingness to struggle
for victory.

Even then, the experience is different than in chess. In chess, even
if you lose, you *know* you could have won, had you played better.
That gives you an incentive to try again -- to practice and become
stronger so that you can win more often or against better players. But
in patience, when you lose a game you don't necessarily know whether it
was even possible to have won. Maybe that particular game is
impossible to win -- or so difficult that it would be maddening to keep
trying.

Yet, if you choose a game that's known to almost always be winnable --
like Penguin or Freecell -- aren't you really just doing a puzzle
rather than playing a game? Maybe not; after all, you *can* lose (I've
certainly lost many times). But is losing really any different than
giving up on a crossword puzzle? If you fill in the wrong word in a
crossword puzzle and get yourself hopelessly stuck, then finally give
up, that seems a lot like failing to think ahead enough in Freecell and
getting your game hopelessly jammed up.

So, I guess I'm still struggling with the distinction between games and
puzzles. And to understand what makes for a good patience game.

--Patrick

David Parlett
01-29-2007, 12:16 AM
In message <1167752276.443003.217110@s34g2000cwa.googlegroups. com>,
Patrick <patrick1955carroll@yahoo.com> writes

>But if S&L isn't a game, what is it? It's certainly not a strategy
>game -- but it's still a contest where one player will win and the
>other will lose. I think we have to admit that games of chance are
>still indeed games.

Yes; it would be going against universal custom to deny them that
status. But, as with all categorisations, it's hard to establish
semantic boundaries. For example, is Bingo/Lotto a game? Is doing the
national lottery, or "playing the horses", a game?
>
....
>I've owned several books of patience games over the years, and tried
>many of the games. And I've come across many games which made me ask
>myself, "Why would anyone ever play this?" Some are nearly impossible
>to win; they're like puzzles that can't be solved but just keep you
>struggling with them forever. Others require little or no decision
>making; you might as well flip a coin and save yourself the time it
>takes to play. I would have thought games like these would have been
>long and gladly forgotten -- but instead they keep reappearing in
>patience books and software packages.

Tradition plays a large part, though perhaps less nowadays than in the
past. Some traditional patiences, like Quadrille, are aesthetically
pleasing, and doing them at least keeps you alert.
>
>Puzzle fans apparently like the fact that they can't lose; they derive
>pleasure from meeting and overcoming resistance, from their mental
>triumph in finally solving the problem.
>
>Game fans evidently like the fact that they *can* lose -- but no one
>likes to lose, and the game player derives pleasure from the process of
>playing to win.

I'm reminded of that exchange in Last Year at Marienbad that I quoted in
my book:
M. I know a game I always win.
X. If you can't lose, it isn't a game.
M. I can lose. But I always win.
>
>In either case -- game or puzzle -- the player's pleasure is reduced if
>the struggle is either too hard or too easy. The player wants a
>well-deserved triumph, a memorable experience.

I think here are some people who, by temperament, actually prefer
gambling games because winning makes them feel that fortune has singled
them out for favour. This idea is explored more deeply by Roger Caillois
in his book Man, Play and Games.
>
>A nice feature of two-player games is well-matched players of any
>caliber can have an enjoyable experience. Chess is an extremely
>difficult game to master, for example, but any pair of novices can
>still enjoy playing. You don't have to play perfectly in order to win;
>you just have to outplay your opponent. The game will always "come
>out" and be a win for one player or the other -- and there's something
>satisfying in that.

Yes; I suppose the ideal is to find someone of just about your own
level, but a bit stronger, so that you have to work hard to win and
improve your skill but not so hard as to get dispirited.
>
>But in one-player games, it's different. Since there is no one else to
>outplay, you have to beat the system, or the shuffle, in order to win.
>You can't find a well-matched opponent, so you have to try to find a
>patience game that suits your skill level or willingness to struggle
>for victory.

You can also play against your own self on other occasions, by trying to
achieve a better target score or a quicker win than ever before.
>
>Yet, if you choose a game that's known to almost always be winnable --
>like Penguin or Freecell -- aren't you really just doing a puzzle
>rather than playing a game?

I don't think so. I would only call it a puzzle rather than a game if
you always started with the same distribution of cards.

>
>So, I guess I'm still struggling with the distinction between games and
>puzzles. And to understand what makes for a good patience game.

Well, while we're in the mood for definitions, what about also taking
into account the idea of competitions? To my mind, a competition is a
cross between a puzzle and a game. It shares with a game the feature of
winning and losing, but differs from it in that there is no interaction
between the players. Also, winning and losing is often decided by an
external judge, whereas in a game that which constitutes a win is
defined by the rules of the game itself.
--
David Parlett
For books and games visit http://www.davidparlett.co.uk
or (shorter) http://www.davpar.com

Patrick
01-29-2007, 12:16 AM
David Parlett wrote:
> In message <1167752276.443003.217110@s34g2000cwa.googlegroups. com>,
> Patrick <patrick1955carroll@yahoo.com> writes
>
> >But if S&L isn't a game, what is it? It's certainly not a strategy
> >game -- but it's still a contest where one player will win and the
> >other will lose. I think we have to admit that games of chance are
> >still indeed games.
>
> Yes; it would be going against universal custom to deny them that
> status. But, as with all categorisations, it's hard to establish
> semantic boundaries. For example, is Bingo/Lotto a game? Is doing the
> national lottery, or "playing the horses", a game?

True. Semantic boundaries do tend to be porous. It might help here if
we stick to discussing card games. So, instead of Snakes & Ladders, we
can substitute a pure-chance card game (the children's card game War
pops to mind, but I'm sure there are gambling games with cards which
involve no decision-making skill).


> >In either case -- game or puzzle -- the player's pleasure is reduced if
> >the struggle is either too hard or too easy. The player wants a
> >well-deserved triumph, a memorable experience.
>
> I think here are some people who, by temperament, actually prefer
> gambling games because winning makes them feel that fortune has singled
> them out for favour. This idea is explored more deeply by Roger Caillois
> in his book Man, Play and Games.

Ah -- good point. Though I've experienced that feeling myself, I've
always had a hard time understanding the gambling phenomenon. My
father was a sometimes gambler, and he taught me some gambling games
when I was pretty young -- but when I became old enough to grasp
strategy games, all of a sudden gambling games all seemed trivial to
me. I've visited casinos in hopes of discovering what all the
excitement is about -- but it continues to elude me. Evidently I'm of
the wrong temperament for that.


> >But in one-player games, it's different. Since there is no one else to
> >outplay, you have to beat the system, or the shuffle, in order to win.
> >You can't find a well-matched opponent, so you have to try to find a
> >patience game that suits your skill level or willingness to struggle
> >for victory.
>
> You can also play against your own self on other occasions, by trying to
> achieve a better target score or a quicker win than ever before.

Yes. Some software packages are set up to facilitate that. My wife
has long been fond of Pretty Good Solitaire, where she likes to work at
improving her statistics in various games. In fact, she has complained
about computer games where there's no running scoreboard; without a
scoreboard, she doesn't see any point in playing.

Me, I'm more likely to play one game at a time, as an isolated event.
If I win it, good; if not, I may try again. If I happen to play it
frequently, and there happens to be a scoreboard, I'll look at my
rating and hope to improve it. But in all honesty, I never try that
hard to improve.

Still, it bothers me when I can't be sure whether a game is winnable or
not. Last night I played two games of Pyramid. In the first, the
starting layout was so bad that it looked hopeless, and I lost
decisively. I strongly suspected that that particular game could not
have been won -- but I wasn't curious enough to stop and analyze it.
The second game was just the opposite: all the cards just fell neatly
into place, and I won easily. So, I wonder if that particular game
could possibly have been lost.

I think I'd prefer a game that I always *know* can be won or lost.
Then I can rest assured that I'm not engaged in something hopeless or
something trivial.


> >Yet, if you choose a game that's known to almost always be winnable --
> >like Penguin or Freecell -- aren't you really just doing a puzzle
> >rather than playing a game?
>
> I don't think so. I would only call it a puzzle rather than a game if
> you always started with the same distribution of cards.

OK, but what would you call a computer game that generates random
sudoku puzzles? Every time you start a new puzzle, you begin with a
new distribution of numbers. So, is it still a puzzle, or is it now a
game?

Since every sudoku puzzle *can* be solved (if the computer program is
designed properly), it sounds like a true puzzle. There's no chance of
losing unless you give up.

If it weren't for that one-in-a-million Freecell layout that's
impossible, it seems to me that any individual Freecell game is about
the same as sudoku in this respect.

***
On the other hand, most classic board games do start with a fixed
setup, yet they're games nevertheless. Or are they? I've read that
Nine Men's Morris has been solved -- meaning that somewhere there's a
computer that can play a perfect game every time (always winning or
drawing, according to the best result that's possible for that side).
Does that mean NMM is no longer a game, but just a puzzle?

It's clearly just a puzzle to the computer. But since the complexity
continues to baffle most human players, people can still enjoy it as a
game.

Maybe that's true of games like Penguin and Freecell too. It might be
possible to create a computer program that "solves" every Penguin
"puzzle"; but its complexity still defies my human ability. So to me,
it's a game: I sometimes make enough of the right moves that I win,
but other times I make so many wrong moves that I lose. As it is,
Penguin is one of my favorite games, partly because I win often enough
to keep me from getting discouraged, yet I lose often enough to keep me
interested. If someday my skill increases to the level of a
supercomputer, I may then dismiss Penguin as merely a replayable
puzzle. Meanwhile it does seem like a good game to me.

So, I suppose there's a subjective element to the definition of "game."
Theoretically, a player's skill level might increase to the point
where all games are reduced to the status of puzzles (if that is a
reduction in status). Unless the game has a randomizer, in which case
even a supremely capable player would have to play the odds.

That reminds me of something I heard long ago: all games have a chance
element; if there's no chance element, it's not a game. The speaker
(Alan Watts, IIRC) gave chess as an example, and he insisted that the
chance element in chess is your opponent's next move. You can never
predict your opponent's move with certainty; it comes as a surprise.

How does that apply to patience games? Clearly there's a chance
element in those with facedown cards. But in open games like Freecell,
it seems the chance element is all spent once the cards are dealt; from
then on, it's 100 percent deterministic. Just like a puzzle rather
than a game.


> >So, I guess I'm still struggling with the distinction between games and
> >puzzles. And to understand what makes for a good patience game.
>
> Well, while we're in the mood for definitions, what about also taking
> into account the idea of competitions? To my mind, a competition is a
> cross between a puzzle and a game. It shares with a game the feature of
> winning and losing, but differs from it in that there is no interaction
> between the players. Also, winning and losing is often decided by an
> external judge, whereas in a game that which constitutes a win is
> defined by the rules of the game itself.

I pretty well agree with all that -- but it sounds to me like another
good reason to focus on card games here.

I notice that for the first time you're bringing up "interaction
between the players." That's another thing that some claim is a
defining characteristic of games -- and yet it doesn't seem to apply to
patience games (unless we count Russian Bank and such).

Now that I'm thinking about it, I suppose sometimes there *is*
interaction between players in a competition. The American TV show
"Survivor," for example, is a competition that involves a good deal of
player interaction. Even in recent popular TV competitions like
"America's/Britain's Top Model," the contestants are made to interact,
and the judging is partly based on how they interact.

As to the winner being decided by a judge, rather than being defined in
the game rules, I think there are many *games* where that's also the
case. In the history of wargames, for example, there was once a rift
between those who favored expert adjudication and those who preferred
explicit victory conditions. In modern role-playing games, it's still
common to have an umpire or game master to make key decisions and grant
or withhold rewards/penalties at will.

In case you haven't read it, there's a short online book by Chris
Crawford that I recommend:
http://tinyurl.com/dmug
It's an old article now, and some of it is obsolete; and besides, it's
all about *computer* game design. But in the first couple chapters,
the author makes some very good points about game playing in general.
Just some more food for thought.

All the best,
Patrick

David Parlett
01-29-2007, 12:16 AM
In message <1167845680.272203.108690@v33g2000cwv.googlegroups. com>,
Patrick <patrick1955carroll@yahoo.com> writes
>That reminds me of something I heard long ago: all games have a chance
>element; if there's no chance element, it's not a game. The speaker
>(Alan Watts, IIRC) gave chess as an example, and he insisted that the
>chance element in chess is your opponent's next move. You can never
>predict your opponent's move with certainty; it comes as a surprise.
>

Yes and no; here's my take on it. If you knew in advance who was going
to win a game there wouldn't be any point in playing it. So a game must
contain some sort of inbuilt element of uncertainty or unpredictability.
This may take several forms. In a dice or race game, it lies in the
unpredictability of future rolls of the dice. In card games, it lies in
the initial randomisation of cards, and may or may not be further
compounded by the subsequent turn of cards while play is in progress. In
strategic board games, it lies wholly (and in strategic card games,
partly) in the unpredictability of your opponent's strategy or thought
processes, which has the same effect on you as an element of mechanical
chance but in fact is not chance itself (unless he is deliberately
playing at random). So external chance is part of, but not the whole of,
the element of uncertainty without which games are not worth playing.

>
>> >So, I guess I'm still struggling with the distinction between games and
>> >puzzles. And to understand what makes for a good patience game.

Likewise.

>As to the winner being decided by a judge, rather than being defined in
>the game rules, I think there are many *games* where that's also the
>case. In the history of wargames, for example, there was once a rift
>between those who favored expert adjudication and those who preferred
>explicit victory conditions. In modern role-playing games, it's still
>common to have an umpire or game master to make key decisions and grant
>or withhold rewards/penalties at will.

Yes, and in a boxing match a knockout is a win as defined by the rules
of the "game", and one that isn't decided by a knockout is decided by
external judges. (Boxing is absolutely not my scene, so don't pick holes
in any incorrect terminology or my understanding of the situation!)
>
>In case you haven't read it, there's a short online book by Chris
>Crawford that I recommend:
>http://tinyurl.com/dmug

Thanks. I'll try it when I have a moment.
--
David Parlett
For books and games visit http://www.davidparlett.co.uk
or (shorter) http://www.davpar.com