Editing 2587: For the Sake of Simplicity

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==Explanation==
 
==Explanation==
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[[Cueball]] appears to be explaining a gardening-related board game to [[Ponytail]] and [[White Hat]]. As he describes the game mechanics he states that many things have been made more convenient "for the sake of simplicity" — but as his mechanics are revealed to be incredibly complex ''after'' simplification, the refrain "for the sake of simplicity" instead comes across as a warning that the rules could be ''even more complicated''.
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[[Cueball]] appears to be explaining a gardening-related board game to [[Ponytail]] and [[White Hat]]. The game mechanics being employed are ridiculously overcomplicated for a game that seems to be about gardening — the cardiovascular health of the gardeners is tracked, for example. However, Cueball uses the refrain "for the sake of simplicity" to imply that the rules could be ''even more complicated''. For example, the walking speed — already a surprisingly complex element — is constant instead of varying based on conditions, and the cardio scores — inherited matrilineally, requiring players to keep track of their gardeners' lineage — at least does not require players to calculate a random combination of many ancestors.
  
 
It's shown pretty quickly that Cueball's mechanics are needlessly intricate, and his definition of "simplicity" is not nearly simple enough: the lore of the game says gardeners may tend to secondary plots no more than "a 30-minute walk from their home plot", but where most games would simply state an arbitrary number of tiles a gardener token may walk, Cueball expects his players to calculate how far an adult human actually walks in 1800 seconds. This immediately spirals into the game tracking far more variables than necessary such as height and "cardio score", or even things like the curvature of spacetime in the area, and the direct inheritance of a single "cardio score" which requires tracking the gardener's matrilineal line — instead of factors more typical to games such as weather or terrain.
 
It's shown pretty quickly that Cueball's mechanics are needlessly intricate, and his definition of "simplicity" is not nearly simple enough: the lore of the game says gardeners may tend to secondary plots no more than "a 30-minute walk from their home plot", but where most games would simply state an arbitrary number of tiles a gardener token may walk, Cueball expects his players to calculate how far an adult human actually walks in 1800 seconds. This immediately spirals into the game tracking far more variables than necessary such as height and "cardio score", or even things like the curvature of spacetime in the area, and the direct inheritance of a single "cardio score" which requires tracking the gardener's matrilineal line — instead of factors more typical to games such as weather or terrain.

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