Learning through failure
Jon A. Lambert
jlsysinc at ix.netcom.com
Thu Oct 9 12:50:39 CEST 1997
forwarded from rec.games.mud.admin
In article <34394304.3B5D at netusa.net>, rscott at netusa.net says...
>
>One of my theories is that skills should go up via success (ala
>runequest), but rather via failure. Every 10 failures gives you a
>small increase in skill. Once you are at the higher proficiency
>levels, failures come few and far inbetween, thus making it harder to
>advance.
>
>---ralph
I found this idea rather interesting. If failure is used as the
basis for calculating a possible skill increase, one should be able
to implement a fixed scale for all skills, say 1% - 99% for
instance. This allows a fairly rapid early development becoming
progressively more difficult as one's skills approach the 100%
mark. Couple this with a skill decay system and you have something
nice and simple. Well maybe too simple... Repeated mindless
execution may pose a problem. I like the idea of skills approaching
a maximum threshold that they cannot attain.
--
Jon A. Lambert
If I'd known it was harmless, I would have killed it myself.
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