AvoidRandomAdversity
In a sense, a special case of RandomReinforcementSchedule and PositiveReinforcement, as noted by ["Bruce . . . events should never occur in any random context; CalculatedRisk would be very hard to create without . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
CalculatedRisk
Excluding the last move of the game, if the effect of an action on the end of the game is known with . . .
3K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Corsairs
Corsairs was brought up with respect to MeaningfulChoices, and this was written in response. This isn't . . . use it, we presume. It creates ["Surprise"] and CalculatedRisk. The interesting thing about calculated . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Discovery
If every aspect of the game is known at the start, there will be less tension (CalculatedRisk) in each . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
Jackpot
An especially large reward, almost invariably with an especially small probability. A jackpot, might, . . . behind it, players frequently find the CalculatedRisk attractive enough to make games with . . .
2K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
PartialInfluence
Perfect control is boring. No control is frustrating and probably boring, on top of offering not MeaningfulChoices. . . . a story than a game. The trick is to incorporate CalculatedRisk so the player can guess at the possible . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
6 pages found.