quote: Originally posted by raingoon on 02-15-2001 02:54 PM It's a paradox that restriction engenders creativity, but it's true. And universal. |
It is not universal, nor even true except in unbalanced games.
Consider the game rocks, scissors, paper. Now add the restriction that neither player may choose paper. Whereas before the game had psychological strategy (provided neither player was a random number generator), without the ability to choose paper, the strategy is obvious -- choose rock. Since each player observes that the choice of rock cannot be defeated and at worst tied, whereas that of scissors cannot win at can at best tie, the game becomes trivial.
But, if restricting choices universally increases creative strategic depth, then we can further increase strategy by removing the obviously best one (rock), leaving the game a ritual of each player repatedly pointing two fingers at the other. Finally, we can increase creative depth even further by the additional restriction that neither player can throw scissors, except that leaves us without a game. Something must be wrong with the original thesis.
Strategic depth is increased by an increase in non-obvious choices. Adding more choices increases strategy so long as no choice becomes clearly superior in all circumstances. Restricting choices increases depth only when it eliminates clearly superior choices to leave behind a greater number of viable second-rank choices.
I do not think it is obvious that even a less-than-inspiring workshop like SMAC's produced fewer viable and qualtitatively different choices than Civ II.
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