Battleship, for example:
...there is absolutely nothing about the initial exploratory sequence of Battleship that requires anything resembling a genuine decision. It is a roulette wheel. A random number generator could easily stay competitive for the first half. But even when some red pegs appear on the board, the decision tree is still a joke: “Now select a co-ordinate that’s next to the red peg.” That’s pretty much it. Yes, at the very end, you might adjust your picks based on your knowledge of which ships you’ve sunk. But for the most part, it’s about as mentally challenging as playing Bingo.
Whatever video games do to our kids, they certainly raise the bar of interaction.
Just as a thought experiment: Imagine what the manual for Super Mario would read like were it structured like Candy Land:
To explore Super Mario Galaxy, just hit the “action” button. At that point the game will randomly determine what action you have selected, and whether it was successful. When the action is over, hit the button again to see what’s next!
Extend this analogy:
Super Mario Galaxy using the mechanics of Chutes and Ladders:
Press the button, and move a random number of units closer to a fixed endpoint.
...using the mechanics of Trouble:
Press the button, and move a random number of spaces closer to a fixed endpoint. But there's a twist! You have four pieces to move, you have to choose which one moves - each turn!
Bleah.
(H/t to TED blog)
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