One thing to remember is I (mostly) am advocating playing each game only once, and doing a variety of games/puzzles/activities, many of which should just be “real-world” activities, as well as plenty of deliberate Day Job stuff. Some of them should focus on resource management, and some of that should be “games” that have quick feedback loops, but it sounds like you’re imagining it being more focused on the goodhartable versions of that than I think it is.
(also, I think multiplayer games where all the information is known is somewhat an antidote to these particular failure modes? even when all the information is known, there’s still uncertainty about how the pieces combine together, and there’s some kind of brute-reality-fact about ‘well, the other players figured it out better than you’)
In principle, any game where the player has a full specification of how the game works is immune to this specific failure mode, whether it’s multiplayer or not. (I say “in principle” because this depends on the player actually using the info; I predict most people playing Slay the Spire for the first time will not read the full list of cards before they start, even if they can.)
The one-shot nature makes me more concerned about this specific issue, rather than less. In a many-shot context, you get opportunities to empirically learn info that you’d otherwise need to “read the designer’s mind” to guess.
Mixing in “real-world” activities presumably helps.
If it were restricted only to games, then playing a variety of games seems to me like it would help a little but not that much (except to the extent that you add in games that don’t have this problem in the first place). Heuristics for reading the designer’s mind often apply to multiple game genres (partly, but not solely, because approx. all genres now have “RPG” in their metaphorical DNA), and even if different heuristics are required it’s not clear that would help much if each individual heuristic is still oriented around mind-reading.
One thing to remember is I (mostly) am advocating playing each game only once, and doing a variety of games/puzzles/activities, many of which should just be “real-world” activities, as well as plenty of deliberate Day Job stuff. Some of them should focus on resource management, and some of that should be “games” that have quick feedback loops, but it sounds like you’re imagining it being more focused on the goodhartable versions of that than I think it is.
(also, I think multiplayer games where all the information is known is somewhat an antidote to these particular failure modes? even when all the information is known, there’s still uncertainty about how the pieces combine together, and there’s some kind of brute-reality-fact about ‘well, the other players figured it out better than you’)
In principle, any game where the player has a full specification of how the game works is immune to this specific failure mode, whether it’s multiplayer or not. (I say “in principle” because this depends on the player actually using the info; I predict most people playing Slay the Spire for the first time will not read the full list of cards before they start, even if they can.)
The one-shot nature makes me more concerned about this specific issue, rather than less. In a many-shot context, you get opportunities to empirically learn info that you’d otherwise need to “read the designer’s mind” to guess.
Mixing in “real-world” activities presumably helps.
If it were restricted only to games, then playing a variety of games seems to me like it would help a little but not that much (except to the extent that you add in games that don’t have this problem in the first place). Heuristics for reading the designer’s mind often apply to multiple game genres (partly, but not solely, because approx. all genres now have “RPG” in their metaphorical DNA), and even if different heuristics are required it’s not clear that would help much if each individual heuristic is still oriented around mind-reading.