Welcome to Bludology the first proper instalment, where we analyze the lessons in Bluey about gaming, game design and ludic intelligence, and we do it episode by episode.
1.1 Magic Xylophone
Bluey and Bingo find their magic xylophone that can freeze Bandit. Bluey doesn’t share the xylophone because if Bingo is using it Bandit will catch her when he is unfrozen. Bingo freezes Bluey to explain how this hurts her feelings and Bluey relents.
It’s very common to see adult gamers argue from tactical advantage: “why would I make a pro-social move if it hurts the goal?”. Of course this kind of value ranking is not difficult to understand, but not everyone ranks their values this way and too many gamers can’t comprehend other rankings. Often itis actually about ego or anxiety: why pass the ball when I know I’m able to score because I’m that good? And others perhaps may not score? It is frustrating to watch others lose the game if your value is about winning at any costs. And there is no real way to resolve this: one value must come out ahead. It’s no fun for players to sacrifice their value for another (although Ted Lasso series one shows how ego can be tempered). But let’s assume it isn’t ego: players should take a moment to discuss their values in team or collaborative games.
Bingo can’t express her feelings outside of the game. Games can provide us with a safe space to talk about things, including games. We’ll talk about masks – a kind of positive bleed – more below.
1.2 Hospital
Dad pretends to be a hospital patient. The only lesson here for gamers is good improv skills: Bluey takes a great suggestion on from Bingo as to how to get the cat out of her patient. Imagination play is still play though – as we will see in Daddy Robot (see below).
1.3 Keepy Uppy
This is the first big episode all about game design, and it’s only going to continue from here. Bluey and Bingo have a solvable game: as long as they stand close to each other and pass slowly they can easily stop the balloon from hitting the ground. So they ask their dad to increase the difficulty. But when the balloon goes outside it will pop when it hit the ground and there are no spare balloons. The imagined stakes (if the balloon hits the ground we lose) acquire matching real world stakes (if the balloon hits the ground it causes the loss of the balloon), causing bleed. Bandit doesn’t understand this bleed has occurred so keeps the difficulty high.
Of course it is rare that a game’s structure would map over like this. More commonly bleed occurs through what the game represents. However one can easily imagine a fear of public speaking popping up in an rpg session where the GM asks the player to stand up and present to the group or act something out. A GM using darkness to create mood could run into an actual fear of the dark. We need to check for bleed in both mechanics and theme. This is of course more common with kids because for them all play is rehearsal and testing boundaries – they may be stopping the ball going on the road with the knowledge the ball could be lost, and so on. But as we grow we still need to practice losing things – including losing games. And often people who are experiencing a lot of loss in their life are less keen for it to happen in a game.
1.4 Daddy Robot
Much like Hospital this is mostly about imaginary play. Daddy Robot is a role Bandit can put on which allows him to attack the children in a way they can half-pretend half-experience being frightened of, and fight back. Play fighting is common across lots of species and almost always involves wearing a mask. For humans these masks are not just physical symbols like laughing and exaggerated expressions but adopting complex fictional identities. Or simple ones; many a dad will yell “I’m a shark” before knocking a child into the pool or similar. But we also instinctively know we don’t need these masks when the children are older – we can roughhouse as ourselves because the emotional maturity of the child now can more easily understand it is not “real”.
As grown ups though, we can get shy, and particularly with strangers, we want to again compete and attack, and the mask we most often use is games. Even masculine physical attacks like pulling down someone’s pants or “punch buggy” have rules. Not so much to keep it safe directly, rather the existence of the rules is the mask that says “this is a game”. Often dogs will bring a ball or a toy to another dog then ask to wrestle or chase instead. The mask matters.
1.5 Shadowlands
Coco, Snickers and Bluey are playing a game where they die if they stand in sunlight. As it gets harder, Coco suggests breaking the rules. Bluey is adamant they cannot. Who is right and why?
“Why do rules exist?” Is a hell of a thing for a kids show to ask. The answer in this episode is being hard – and not knowing if you will win or lose – is what makes it fun. At the start of the episode, they are playing “what’s the time, Mrs Wolf” and Coco uses the rules to remove uncertainty, so she can always win. This then is balanced against the rest of the episode where Coco argues to break the rules, in order to let everyone win and be “safe”. Her instincts make sense to us (which is why it’s such a great episode) – we value social goals like everyone winning. Coco also wants to break the rules to help Snickers because he can’t run as fast, and when real life intrudes and they could just go and get the rapidly vanishing cupcakes. Coco’s lesson, that the fun exists in the drama of will they won’t they, is put against some heavy competition! Indeed, this is almost the opposite of the message in Magic Xylophone. Or rather, we return to different values – at different times, in different circumstances, in different people. Here, we champion the other value1
Some of us would instantly break the rules to help a lesser player or when real life intrudes, and that’s okay. But I also remember playing a coop game once where we lost near the end and another player was like “ah I’m just going to reroll that” because he thought it was dumb we’d come through two hours of shared social play only to lose. For that player, this was the only sensible choice, and he made it without thinking. But I felt a little cheated. It made it slightly less fun, because it made it all seem arbitrary. We could have done that at any time. Coco tries to suggest short term solutions in the episode but Bluey stands firm – any fudging can make the whole thing collapse for some folks.
For kids these stakes are much higher because losing feels so bad – and also kids often see things as black and white. In games they get to experience two conflicting values: the thrill and challenge of facing a fair loss versus wanting to be happy. The truth is, most adults don’t know which one they believe and change their minds often. And there is no right answer!
The reason I think all of this matters is because we play more and more as adults but we don’t have play awareness. We don’t understand that this is a complicated question that others view differently. So games just end up in arguments and nobody wants to play anymore. Shadowlands, especially when linked to Magic Xylophone is a window into this issue of what I’m calling ludic intelligence. The ability to play well by understanding that play is complicated, and requires proper care and interrogation.
At the end of the episode Coco gives everyone lots of room to run away, accepting a very high chance of failure. The final shot is Bluey perhaps about to be caught, or perhaps not and she is overjoyed by not knowing. It is a perfect encapsulation of the joy of not fudging the rules, of how that creates jeopardy and the unknown, and how vital that part of gaming is. This was also part of Keepy Uppy and it recurs as a theme in the show and a metaphor for childhood. It is scary being a kid and they must constantly trade between safety and excitement. Thats why games matter so much to the young.
But games also connect us to the child within us, and so understanding all of this matters for all of us, and all our gaming.

