Difference between revisions of "Lucky Guess Solutions"

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''Cases where players can by luck find correct solutions for problems.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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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.  
  
 
=== Examples ===
 
=== Examples ===
 
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[[Roulette]] is more or less built upon the idea of [[Lucky Guess Solutions]]. Similarly, [[Cluedo]], [[Mastermind]], and [[Ricochet Robots]] are examples [[:Category:Board Games|Board Games]] where [[Lucky Guess Solutions]] can give players victories. [[Bejeweled]], [[Minesweeper]], and [[Sokoban]] are all computer-based [[:Category:Puzzle Games|Puzzle Games]] that allow for [[Lucky Guess Solutions]]. Similarly, [[:Category:Adventure Games|Adventure Games]] such as [[The Dig]], the [[King's Quest series]], and the [[Myst series]] allow for [[Lucky Guess Solutions]].
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
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While [[Lucky Guess Solutions]] can be created by how [[Puzzle Solving]] or [[Solution Uncertainty]] is designed, the use of [[Trial and Error Solutions]] guarantees its presence. [[Quizzes]] is a specific type of challenges that often can allow [[Lucky Guess Solutions]].
  
=== Diegetic Aspects ===
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== Consequences ==
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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.
  
=== Interface Aspects ===
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Players trying to make use of [[Lucky Guess Solutions]] causes [[Performance Uncertainty]] and [[Player Unpredictability]] in those game instances.
 
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=== Narration Aspects ===
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== Consequences ==
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== Relations ==
 
== Relations ==
[[Puzzle Solving]]
 
[[Luck]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Luck]],
 
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[[Performance Uncertainty]],
==== with ... ====
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[[Player Agency]],
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[[Player Unpredictability]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Puzzle Solving]],
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[[Solution Uncertainty]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Trial by Error Solutions]]
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[[Quizzes]],
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[[Trial and Error Solutions]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Player Agency]]
  
 
== History ==
 
== History ==

Latest revision as of 10:27, 6 March 2018

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.

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 or Solution Uncertainty is designed, the use of Trial and Error Solutions guarantees its presence. Quizzes is a specific type of challenges that often can allow Lucky Guess Solutions.

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, Solution Uncertainty

Can Be Instantiated By

Quizzes, Trial and Error Solutions

Can Be Modulated By

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Possible Closure Effects

-

Potentially Conflicting With

Player Agency

History

New pattern created in this wiki.

References

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Acknowledgements

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