Difference between revisions of "Quizzes"

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(Using the pattern)
(Relations)
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[[Lucky Guess Solutions]],  
 
[[Lucky Guess Solutions]],  
 
[[Memorizing]],  
 
[[Memorizing]],  
 +
[[Minigames]],
 
[[Puzzle Solving]],  
 
[[Puzzle Solving]],  
 
[[Real World Knowledge Advantages]],  
 
[[Real World Knowledge Advantages]],  

Revision as of 15:56, 10 July 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Trivial Pursuit

Who Wants to Be a Millionaire?

Anti-Examples

optional

Using the pattern

Constructing Quizzes mainly concerns deciding on how many questions are needed and coming up with those questions. The number of questions often depends on what Quizzes are used for in the game - are they the main gameplay or Minigames? - while the nature of the questions depends very much who is intended to play the game. One main choice for Quizzes is if players should have explicit options to choose from, i.e. if they should have multiple choice questions, which requires the construction of several wrong - but plausible - answers to each question.

Consequences

Quizzes are quite likely to create Imperfect Information unless all players know all answers since earlier. Having this opens up for Puzzle Solving and Lucky Guess Solutions. When they are of the multiple choice variety, Quizzes allow Trial by Error Solutions if players have multiple attempt to provide the right answer.

That knowing the right answer to a question is an advantages in Quizzes is quite obvious, and through this Quizzes support Real World Knowledge Advantages. Quizzes can arguably be said to have low Replayability since once one has gotten to know what is the right answer to a question the gameplay regarding that question become mute. However, one can also argue that this is one was to get Real World Knowledge Advantages by players Memorizing the answers in a form of Trans-Game Information.

Relations

Can Instantiate

Imperfect Information, Lucky Guess Solutions, Memorizing, Minigames, Puzzle Solving, Real World Knowledge Advantages, Trans-Game Information, Trial by Error Solutions

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Replayability

History

New pattern created in this wiki.

References

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Acknowledgements

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