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> "it's their game and you can follow these rules or go away"

Exactly.

Also, answers (by themselves) cannot be closed, only questions can be closed.



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>Yes, rules are needed for a game. But is it enough?

No, it should also not be tied to some productive outcome, which this does not.


> There are unspoken rules, and neither spoken nor unspoken rules are perfectly enforced.

Yeah, it's a pretty bad game.


> And this is a game that you can’t just walk away from.

Why not?


>optimally playing this game isn't really that interesting

Disagreed completely. Doesn't become uninteresting to me. Of course I watch it to see how many questions I know and shout the answers out at the TV. ;)

If they didn't want people to play the game that way, then they can change the damn rules.


> if you read the rules the game

How can you assume any of the rules were followed if that was never verified by a third party?


>If this is really how the game is played. I quit.

It's not a game.


> So if this is supposed to be an example of how content moderation rules are unclear to follow, it's achieving precisely the opposite.

The game gives a super simple 2-paragraph-instruction that I feel could not be any clearer, but that you chose to ignore in favor of your own interpretation of what is being asked (because you deem the intent "crystal-clear").

Super fascinating.


> The real world doesn't follow formal game rules.

Really?

Why not?


> If this was about a purely intellectual roleplaying game with internal rules there would be no discussion in the first place.

Which is what makes the discussion bullshit. Because if you're starting your experiment with "assume that", that's what you're signalling you're doing.


> If I type “Create an Orc,” then I don’t want to be asked 20 follow-up questions to exactly specify the nature of the Orc; I just want it to take a guess.

This is the exact point where everything falls apart. Good games have simple rules that combine in robust ways to allow for varied expression.

Each roll of the dice here is baking in assumptions that will not play nice with the last unit, or the next one.


> People play a game that is not enjoyable

You are begging the question here, from which you derive your predetermined conclusion.


> I don't think there's a single person today that knows all the rules.

Knowing the rules won't even save you, the game has undecidable interactions.

https://arxiv.org/abs/1904.09828


>It's a game in the same sense that life itself is a game.

Life isn't a game.


> A game should have a goal and maybe a win/lose condition.

No, that's not a requirement.


> But the point of games is to win

games in themselves have no point. The act of playing games may have a point: it is generally to have fun, not to win.

> edit: In a way, it feels like people who wave you on when they have the right of way at a stop sign. It's not nice, just follow the rules and drive predictably. /rant

you're not nice.


> but they are clearly playing the game they are also trying to change, and this is hypocritical.

No, it's practical. Playing by the rules of the game you're currently playing (rather than the rules of the one you wish you were playing) isn't incompatible with wanting to change the rules.


> you like crazier games that avoid book lines, I highly recommend the chess-like abstract board game Onitama [0].

Or just play Go.


> You can only cheat at a game

You can only cheat rules/agreements/contracts. No rules, no cheating.

I'd agree that learning has no rules. There are some natural laws I guess, like the "forgetting curve", but those cannot be cheated (hence natural laws).

> I think the act of cheating is a call for help

Or a lack of respect for the rules, or sheer curiosity. Maybe there are more reasons.


> a cooperative game that limits communication (which is essential for any cooperative game, to prevent quarterbacking)

Just no. The very point of cooperative games is learning to work together as a team. If you can't do that, then you lost the game. Ruining the rules so the game can't be lost is counterproductive.

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