Difference between revisions of "Lucky Guess Solutions"
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Revision as of 14:52, 7 July 2015
Cases where players can by luck find correct solutions for problems.
Players need to perform actions in all but the rarest of games, and in many cases may have many different actions to choose from. Lucky Guess Solutions can occur in the case of puzzles or other situation where picking one action over others is vital and, most often, have instant good consequences.
Contents
Examples
Roulette is more or less built upon the idea of Lucky Guess Solutions. Similarly, Cluedo, Mastermind, and Ricochet Robots are examples Board Games where Lucky Guess Solutions can give players victories. Bejeweled, Minesweeper, and Sokoban are all computer-based Puzzle Games that allow for Lucky Guess Solutions. Similarly, Adventure Games such as The Dig, the King's Quest series, and the Myst series allow for Lucky Guess Solutions.
Using the pattern
While Lucky Guess Solutions can be created by how Puzzle Solving, Quizzes, or Solution Uncertainty is designed, the use of Trial by Error Solutions guarantees its presence.
Consequences
The most obvious effect of having Lucky Guess Solutions in games is that it provide a possibility for players to have Luck. It may also give players a feeling of Player Agency but this is a volatile design since players not feeling that the guess was an extension of their intentionality will have an opposite reaction.
Players trying to make use of Lucky Guess Solutions causes Performance Uncertainty and Player Unpredictability in those game instances.
Relations
Can Instantiate
Luck, Performance Uncertainty, Player Agency, Player Unpredictability
Can Modulate
Puzzle Solving, Quizzes, Solution Uncertainty
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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