Difference between revisions of "Trial and Error Solutions"
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− | '' | + | ''Gameplay solutions that can be found by going through all possible solutions.'' |
− | + | Some challenges in games consists of finding a specific solution. When players are presented with an explicit collection of solutions to test, this allows them to engage in trial by error examination of them and makes the games have [[Trial by Error Solutions]] to problems. | |
=== Examples === | === Examples === | ||
− | + | [[:Category:Puzzles|Puzzles]] such as [[Jigsaw Puzzles]], [[Peg Solitaire]], and [[Tangram]] let players experiment with partial or whole solutions until the right one is found. The combat system in [[The Secret of Monkey Island series]] makes use of insults where players need to know the proper responses. They can be learn by trying various ones presented as options (and by being on the receiving end of them). | |
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== Using the pattern == | == Using the pattern == | ||
+ | Designing [[Trial by Error Solutions]] consists of creating problems, puzzles, or challenges which have several potential solutions and letting players be aware of all these so they can be tested. A typical case of this is [[Quizzes]] using multiple choice questions. | ||
− | + | The use of [[Trial by Error Solutions]] can make [[Puzzle Solving]] easier as well as limiting [[Solution Uncertainty]] while still providing it. | |
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== Consequences == | == Consequences == |
Revision as of 14:15, 9 July 2015
Gameplay solutions that can be found by going through all possible solutions.
Some challenges in games consists of finding a specific solution. When players are presented with an explicit collection of solutions to test, this allows them to engage in trial by error examination of them and makes the games have Trial by Error Solutions to problems.
Contents
Examples
Puzzles such as Jigsaw Puzzles, Peg Solitaire, and Tangram let players experiment with partial or whole solutions until the right one is found. The combat system in The Secret of Monkey Island series makes use of insults where players need to know the proper responses. They can be learn by trying various ones presented as options (and by being on the receiving end of them).
Using the pattern
Designing Trial by Error Solutions consists of creating problems, puzzles, or challenges which have several potential solutions and letting players be aware of all these so they can be tested. A typical case of this is Quizzes using multiple choice questions.
The use of Trial by Error Solutions can make Puzzle Solving easier as well as limiting Solution Uncertainty while still providing it.
Consequences
Trial by Error Solutions can often give rise to Lucky Guess Solutions. They may also create Performance Uncertainty and Player Unpredictability if players are not systematical when testing the solutions. When they instead are, the pattern works against Performance Uncertainty and Player Unpredictability.
Relations
Can Instantiate
Lucky Guess Solutions, Performance Uncertainty, Player Unpredictability
Can Modulate
Puzzle Solving, Solution Uncertainty
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Performance Uncertainty, Player Unpredictability
History
New pattern created in this wiki.
References
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Acknowledgements
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