Critical Play: Games of Chance & Addiction – Myan

For this critical play analysis, I played Yahtzee by Milton Bradley using a free online simulator. Yahtzee is a turn-based (physical) dice game where players roll five dice up to three times per turn to achieve specific combinations, scoring points based on the results. While originally designed as a family tabletop game, the online adaptation broadens its reach to casual mobile and desktop players looking for quick, low-investment entertainment. The simplicity of the rules and the speed of the rounds make it especially appealing to players seeking brief yet repeatable engagement. However, Yahtzee’s core mechanic of repeated dice rolls builds a feedback loop that thrives on randomness and the illusion of control. Through this loop, the game risks encouraging compulsive play behaviors similar to gambling. By leveraging chance as a primary source of excitement, Yahtzee demonstrates how randomness can be used to keep players locked into a cycle of anticipation and reward.

One of the key ways that Yahtzee engages players is through its central mechanic of rolling dice and choosing which to keep across three chances, which generates a dynamic of calculated risk. Players must make probability-based decisions about which dice to reroll in order to optimize their scores across thirteen scoring categories (Figure 1). While this appears strategic, it largely relies on probabilistic outcomes that are out of the player’s control. This creates an aesthetic of challenge, where players feel like they’re making meaningful choices but are in fact heavily at the mercy of randomness. This follows Shull’s argument in Addiction by Design, of how electronic gambling machines exploit intermittent variable rewards to keep players in a state of near-constant anticipation. Much like slot machines, Yahtzee emphasizes frequent, low-stakes outcomes punctuated by rare, high-reward events (like rolling a Yahtzee), which makes the gameplay loop psychologically sticky.

Figure 1: Choice mechanic

Another aspect of the game that contributes to this addictive quality is the illusion of agency. Players feel in control because they make decisions about which dice to keep and which scoring categories to use, but these choices are constrained by randomness and the game’s rigid scoring system. This illusion is an example of Shull’s concept of “the zone,” which is a dissociative state induced by continuous, repetitive engagement with a machine that seems to respond to one’s choices but is ultimately governed by chance. Because Yahtzee includes minimal narrative, progression, or thematic framing, there are no external interruptions to the reward cycle. Every turn is mechanically identical, which allows the player to remain focused on a single loop of expectation and outcome. Compared to games like Monopoly or Poker, which introduce social dynamics or bluffing, Yahtzee isolates the player with a purely probabilistic challenge. This makes it particularly efficient at generating short-term engagement without offering long-term narrative satisfaction or skill growth.

The ethical question arises when this design is presented without critical friction or framing. Games that emphasize randomness can serve many positive purposes, like creating surprise, fairness, or accessibility. However, when the randomness is used primarily to stimulate compulsive engagement, without encouraging reflection or growth, its use becomes more questionable. In Yahtzee, the feedback systems are immediate and satisfying: scores rise, combinations are struck off the scorecard, and the player is quickly rewarded or denied. These design choices encourage rapid replayability, reinforcing the loop of chance without building toward a larger goal or story. When a game’s primary aesthetic is built on the thrill of unpredictable outcomes, designers must ask whether they are facilitating play or exploiting behavioral vulnerability.

If I were to iterate on Yahtzee, I would reframe its use of randomness to emphasize discovery or fellowship rather than compulsive optimization. For example, a cooperative version of Yahtzee could ask players to collaboratively reach a shared score goal or complete themed challenges, shifting the focus from individual reward to teamwork. Alternatively, introducing narrative elements could give the randomness contextual meaning. This change would alter the game’s dynamics and aesthetics, moving it away from reward-chasing and toward meaningful interaction with chance.

Overall, Yahtzee is a deceptively simple game that uses randomness not just as a mechanic, but as the emotional engine of play. While it offers quick and satisfying rounds, its reliance on probabilistic feedback and the illusion of control draws uncomfortable parallels with gambling systems. Designers working with chance must be cautious not just about how randomness functions mechanically, but also about how it feels to players over time. In the case of Yahtzee, its elegant simplicity can make it fun, but also potentially addictive if left unexamined.

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