Justin Nothling

Games for thinking better

A lecture tells you what is true. A game makes you find out. The difference sounds small until you notice which one you still remember a year later.

Most software for thinking better is really software for reading more. It hands you frameworks, checklists and summaries, and it assumes that having the idea in front of you is the same as being able to use it. It is not. Knowing that sunk costs are irrelevant does nothing for you at the moment you are staring at a project you have already spent six months on.

Games work on the other side of that gap. A good puzzle puts you in a situation where the wrong instinct fails visibly and immediately, and where the right one is available if you slow down and look. You do not learn the principle; you learn the feeling of the principle. That is the part that transfers.

This is the bet behind what we are building at Serious Magic. Not edutainment, and not gamification, which is mostly points sprinkled on a chore. Games whose mechanics are the lesson, so that getting better at the game and getting better at thinking are the same activity.

It is harder to design than it sounds. Every mechanic has to be honest about the thing it is teaching, or the player learns to game the game instead. But when it works, it produces something a lecture never can: a person who can do the thing without being told to.