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The only tool I usually use is the chessboard in my head, which usually limits my games to things that I can playtest blindfold. Given a chessboard and a few coins and a pencil and paper, one can do a wider range of games than can be done using just the mental board; but then I wonder if that distracts one from the 'pure thought' which proves so productive. I would have to say that whatever works well for you is best.
Well, I do worry about limiting my designs to what works well for Zillions.
Of the 17 or so games I've published since I've learned Zillions
programming, only one -- Transactional Chess -- has not been implemented
with Zillions. This leads me to wonder what games am I 'self-censoring'
in favor the ones that are easily implementable with Zillions. The games
I designed before were often difficult to completely implement for
Zillions; some would merely say that Zillions was simplify causing me to
simply the games, which is all to the good. But there can be simple ideas
that are not simple to implement with Zillions. Chatter Chess would be
a great deal of work to implement in Zillions, for example.
So we allow ourselves to be limited by the tools we are comfortable with. Peter tailors his inventions with an eye to Zillions implementation. Gnohmon, having a 8x8 board in his head, concentrates on ideas that play on an 8x8 board that feel like chess. Is this a bad thing, because it limits creativity? Is it a good thing, because it concentrates the mind? Both of you produce one interesting idea after another. So do other inventors. Do the limitations of the universes of discourse you have chosen confine or focus your creative efforts? I have also perceived an attitude among some CVPhiles that a creation is not complete without a ZRF. Certainly, this is a wrong-headed attitude, although a good ZRF is pleasing. Is the implicit requirement for a ZRF a bad thing? I would say yes, because it discourages people with ideas whose skills or inclinations are just not up to producing ZRFs routinely. As a result, there may be ideas that are interesting or intriguing that do not see the light of day. Do you agree?
I usually think of the game first and then try the Zillions implementation. The result is, sometimes, that the Zillions implementation is unwieldy. It is true, though, that some I have not even tried to implement. There is a great alternative, and that is our very own (thanks to Fergus) play-by-e-mail system which is available to any square or hex board design, requiring enforcement of the rules by the players--like a table-top chess set. As far as 'mentally' creating games. Yes, when the game idea is very interesting, I find myself mulling over it and the game design works itself out conceptually--to a large degree, however, not completely. There are some details of playability that only work themselves out in playtesting. Zillions is a great way to work out the playability of a game, at least as a first step. One pitfall that Zillions has is that the farther a game is from orthochess the poorer the Zillions engine plays the game. Some games, it plays very poorly, some in a skewed way, some extremely well. Ultimately, play against a person is best for testing. If one is interested in play by e-mail, a Zillions implementation can be as basic as a board and pieces that can move on it, without full rules enforcement--this liberates many of the programming restrictions--since it does not matter how well Zillions itself plays the game. Back to the orginal question: I have found that in some practical ways, Zillions does 'suggest' the development of a game because of the programming practicalities. But I would not say that it inhibits ideas altogether. There is one game I would like to try but have not found a way to play by e-mail: Star Trek 3-D Chess (the 'real' one with the shifting boards!) Any ideas?
Generally, I take the positive-to-the-extreme viewpoint about Zillions Of Games and Game Courier since there was little more than desolation (for universal AI programs and internet CV play, respectively) before their existence. Although what is easy-to-difficult to implement using Zillions indeed may or can subconsciously influence what we create, it has made a great many game features, previously trapped within our abstract imaginations, materialize as reality to experiment with, learn from and feed the next cycle of the imaginative process. Overall, this positive feedback stimulates our imaginations far more than it limits them. Ultimately, we can only blame ourselves for any frustrating limits to our imaginations since we moderns have been given a powerful tool to work with (which was unavailable to the ancients). In my experience, what often remains out-of-reach for us are only those Zillions implementations excessively complex which usually turn-out to be undesirable in some important way(s) when-if their ramifications are carefully explored theoretically and understood. By thinking of games in a purely theoretical frame of mind, the ease or difficulty of a desirable game feature is realized only secondarily after the idea is already firmly in mind. So, the supremacy of freedom of imagination need not be corrupted. Notwithstanding, everyone has contrasting creative tendencies and only limited conscious control over the process.
Variety IS the spice of Life.
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