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Killergran said:
dharh said:

One is really just a way to simplify the other: 'pick up and play' is implied by the 'games with don't require time investment to gain mastery or to advance'.  The easy part is subjective, though a consensus can be reached based on age group.  The varying degrees by which a game might or might not reach these criteria is why again I use a scale with these two goal posts as markers.

I'm sorry, I don't really understand your definition...

For me, pick up and play means that it requires no dedication or time to enjoy, have fun with. That would not really have anything to do with mastery or advancing. It simply means it's accessible. Accessible games can have depth, just as the games that are not accessible can be shallow. 

If your pick up and play definition does not have anything to do with accessibility, only depth (takes time to learn and master/advance), then you're missing a key ingredient. If it does include accessibility, then I really cannot see how you use it.

The Ghost of RubangB has outlined the flaw in the 'pick up and play' argument, in that there are plenty of hard to master/advance games that are pick up and play, so we'd have to drop that part.  And no it doesn't have to do with accessibility because you could make a game easy to learn but hard to master, ala chess.

 



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