Excuse me for waxing over-philosophical in my last message, since I said “might be” rather than “currently is”. To be clear, I’m referring to the practical possibility (if not the straightforward logical possibility) of such a game existing.
I suppose, in any case, that one form such a game has the greatest chance of succeeding in meeting that (rather vague) designation would involve its exhibiting the most generality within its gameplay, such that the kinds of cognitive requirements put upon users would not necessarily involve specific skills or skill acquisition per se, but rather a kind of mystifying push-without-training-wheels that permits the mind to shape itself however it sees fit to accomplish the task—which then creates problems for users by forcing them to constantly modify their adopted strategy or preferred tactics.
One such game that comes to mind as a (tentative) example is Dual N-Back (or related variants) that does not directly demand any specific strategy or conceptual framework for it to be taken on by a user. One has no specific input on how to tackle it, but when the user gets the hang of it, the game naturally changes the rule(s) or framework, forcing the user to adapt once more. Such a game most certainly involves expertise (a lot of time spent playing it and getting better).
But, yeah, with most, if not all, generally recognized games, it is pretty clear that with the kinds of skills demanded of a user it may be quite difficult to maneuver certain other skills and make such a game feasible.
Excuse me for waxing over-philosophical in my last message, since I said “might be” rather than “currently is”. To be clear, I’m referring to the practical possibility (if not the straightforward logical possibility) of such a game existing.
I suppose, in any case, that one form such a game has the greatest chance of succeeding in meeting that (rather vague) designation would involve its exhibiting the most generality within its gameplay, such that the kinds of cognitive requirements put upon users would not necessarily involve specific skills or skill acquisition per se, but rather a kind of mystifying push-without-training-wheels that permits the mind to shape itself however it sees fit to accomplish the task—which then creates problems for users by forcing them to constantly modify their adopted strategy or preferred tactics.
One such game that comes to mind as a (tentative) example is Dual N-Back (or related variants) that does not directly demand any specific strategy or conceptual framework for it to be taken on by a user. One has no specific input on how to tackle it, but when the user gets the hang of it, the game naturally changes the rule(s) or framework, forcing the user to adapt once more. Such a game most certainly involves expertise (a lot of time spent playing it and getting better).
But, yeah, with most, if not all, generally recognized games, it is pretty clear that with the kinds of skills demanded of a user it may be quite difficult to maneuver certain other skills and make such a game feasible.