What If It Were Easy?

The goal of the game is to do. You do by removing friction. 

A few years ago, a shaman watched me explain something I was struggling with. Then he asked, “What if it were easy?”

The friend with me said, before I could answer: “Julian associates difficulty with value.” 

He wasn’t wrong. I think most people do. We assume that if something is hard, it must matter; if it’s easy, it can’t be the real thing. Cultures everywhere reinforce this: no pain, no gain; if it burns, it’s working. 

But sometimes a thing is hard because it’s valuable, and sometimes it’s hard because of friction. Both feel difficult. They’re worlds apart. 

I notice the difference most clearly with games.

When I’m playing a game I love, three things happen: 

  1. I pay attention without effort. 
  2. I want to improve. 
  3. When it ends, I want more. 

This feeling – total absorption, no friction between me and the activity – is rare and precious. Most activities require me to push myself to do them. Games don’t. They grab me by my noggin and suddenly I’m along for the ride. 

A movie buff once told me he loves movies for the immersion. I experience immersion with movies sometimes. With books and theater, sometimes. With games, almost always. That’s information about me, not about games. Games are my art form.

This week I made a list of things in my day I find unenjoyable. Except for the entries about physical pain, every entry was a type of friction: either current or future. Some friction is necessary as a means to an end (waiting on hold with a doctor’s office). But some of it is inherited assumptions about how a life is supposed to feel.

If the shaman asked me again today, I’d answer: I think more of it is supposed to be easy. Not all of it. But more than I’ve been letting it be.

I’m game. 

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