AvoidRandomAdversity
In a sense, a special case of RandomReinforcementSchedule and PositiveReinforcement, as noted by ["Bruce . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
EschewPunishment
This is already covered by the PositiveReinforcement rule. . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Game 20Points 20Don 27t 20Go 20Down
Essentially, structure scoring to award fewer points instead of taking away previously hard-won points. . . . Actually, this is probably just an instance of PositiveReinforcement. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
PositiveReinforcement
Even scratching the surface of ["Psychology"] (say, by attending ["Maggie Tai Tucker"]'s talk at ["GDC . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Psychology
The mind is a strange place, and psychologists know a little bit more about it than your average game . . . Here, we scratch the surface a little: * PositiveReinforcement * RandomReinforcementSchedule . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PunishmentAntipattern
= Punishment Antipattern = Problem: Player is able to finish the game too quickly, or they are not discovering . . . avatar. Consequence: This is the opposite of PositiveReinforcement. Something that only receives . . .
6K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
SaveGamePatterns
= SaveGamePatterns = I may not fully grok what patterns are all about; I've read about software engineering . . . from the beginning, may quit playing. (See rule PositiveReinforcement--as opposed to punishment.) On . . .
7K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
Sequence 20For 20A 2048 2dhour 20Game
I participated in the 3rd ["Ludum Dare"] 48-hour game programming competition. As practice writing sequences, . . . GoodIdea''''''s are: ParallelChallenges, PositiveReinforcement, RandomReinforcementSchedule, . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
TokenBasedEconomy
= Token Based Economy = Problem: We want to reward player behaviors but don't want them to become satiated . . . redeem for their choice of reward. A kind of PositiveReinforcement. You can give a rat a token which . . .
2K - last updated 2009-06-01 02:22 UTC by 192.168.1.1
9 pages found.