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Make it a two-player game by making the paddle of each player the brick wall of the other player. This is also easily extended to N > 2 players.

This could just be crazy, given that brick walls may be composed of various types of bricks that break with various numbers of hits and also given that the walls will have various shapes depending on which bricks you break first.

This drastically changes the game in the sense that as a player, you can't decide precisely which bricks of the opponent you break (as opponents move their walls): you have some influence on which one of your bricks you break and you most fundamental goal is to make sure that the ball just bounces against your own paddle/wall to send it back and not lose a life.

And the more you touch the ball with your paddle, the more the paddle's size shrinks (because of all the broken bricks), which contributes to make the game harder for you and might give your adversary some chance to come back.

That's a terrific idea, even without the brickception (just a simple brick-wall-paddle).

Might as well just include everyone's games inside of everyone else's game as nested entities whose microstates determine the above games macrostates.

This is very similar to Reflective Towers Of Interpreters: https://blog.sigplan.org/2021/08/12/reflective-towers-of-int...

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