Welcome back to the mad ramblings of a madman. Today is another
two-fer in topics today. First, I am going to tackle the topic of mind games in
various gaming, then follow it up with time travel, reality bending, and how it
can make authors all sorts of angry.
So whether your
blasting people in Modern Warfare 3 or putting up $50,000 on the line at Poker,
these games all have an underlying mental game you could and should be playing,
If your hoping to win it all. The mental game has always existed in one form or
another. Most people are accustomed to see it played in the game of Chess.
Today, I am going to walk through some of the common aspects of the mental
game. Starting from the simple and working to the advanced, hopefully you guys
pick up something to dominate other gamers with.
The most common
aspect of the mental game is the art of the bluff. Bluffing is a simple
technique that makes opponents think you have a particular strategy, card, move
set up for them, when in reality, you have no such thing. This concept, while
simple to use, is difficult to master. It involves tricking an opponent into
thinking a certain way and utilizing that new way of thinking to win in an
awful situation. The most common set up is in poker. Imagine this: your
dealt a hand that is pretty awful, whether it be off suit, or a low pair. Your
opponent looks promising at his hand and ups the bet. You have two decisions
here: One, you can fold letting your opponent take the hand and hope to rebound
later or Two, you can match the bet and make your opponent think you have a
good, if not better, hand. While this example is pretty loose, it is the idea I
want you guys to focus on. Making your opponent second guess themselves is a
sure fire way to win in many situations
Continuing on the
idea of making your opponent second guess themselves, here is an idea: play
badly. The premise sounds stupid but it can lead to you winning more games in
the long run. It is very similar to the idea of losing a battle, in order to
win a war. A general may think that because they bashed your brains in on an
earlier engagement that all the subsequent battles will be as easy as pie. In
truth, you let them win in order to build overconfidence in your opponent. That
overconfidence will cause your opponent to make stupid mistakes
or over-sites simply because they feel that an opponent who has lost
will never notice the over-sites. This technique only tends to work on
people who already have a chip on their shoulder. As such, using this technique
is a judgment call based on the person you play.
The last aspect of
the mental game I will touch on is the tilt. The tilt is one of the most
damaging mental attitudes a player can get. This behavior tends to lead to a
player playing badly and spiraling further into the losing side of the game.
Tilt tends to occur when a play or game ends badly for one player. It can be as
simple as an opponent getting a lucky card off the flop, or as difficult as
digging oneself out of a bad situation and winning the game. Either way, the method
of winning in a losing situation from an opponents perspective makes them think
that they did something wrong. This leads to them further questioning lines of
play and overall makes them over think every possible scenario for
fear of being blown out yet again.
Time Travel and
Altering Reality: Author No-Nos?
This next bit is more of an observation Placido Galvin and I had
the other night. Is it not odd that not many characters from fiction have time
or reality bending powers? I mean sit down and think about it. Most characters
who tend to have the ability are in one of two camps. The first camp is the
outside observer. This camp tends to utilize this ability only to observe and
record data about the possibilities. They very rarely get involved in the time
stream or other realities for fear of what their involvement could do to said
time line or reality. The second camp is the goodie-good. These characters are
generally considered in all aspects of their character. As such, giving them an
ability like time travel or reality warping poses a moral quandary on them.
This makes them use the ability sparingly or not at all, for fear of the
unknown effects that warping reality or mucking through realities can bring.
This premise of character types led me to think about why more
character do not possess this ability. Which led to the following line of
thought: Giving villains or other not purely good character would cause massive
headaches for the author and fan base. If a major villain had the ability to
control time, could they not just avoid their own destruction, or better yet go
back to a point in time and eliminate the protagonist without any worry. Villains
tend not see the full consequences of their action, only the short term
ratification of their desires fulfilled. This line of thought also tends to
attach itself to not-so-good character types. As such, it does make some sense,
that only characters outside of the immediate story and pure hearted characters
have this ability. They think of the long-term, not the short term use of
powers.
That is about all for today guys. Next time: Regrets. A sour
subject, but one that makes us grow as individuals.
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