[MUD-Dev] DGN: Absolutes, percentages and ranges
Paolo Piselli
ppiselli at yahoo.com
Tue May 17 16:09:48 CEST 2005
--- cruise <cruise at casual-tempest.net> wrote:
> In the original Rock/Paper/Scissors, win or loss is an
> absolute. Rock /always/ beats scissors, and /always/ loses to
> paper.
> What happens if instead, there is a percentage chance of
> winning/losing, instead of the absolute?
I think the direct impact of probabalistic outcomes on the expected
utility of an action is well understood from a design point of view
- is your question more about how a user percieves probabalistic
procedures, and how well they are able to guess the expected
utility? This is a question that is of concern to economists:
http://en.wikipedia.org/wiki/Behavioral_economics
http://en.wikipedia.org/wiki/Gambler%27s_fallacy
Or perhaps your question is about how much more enjoyable an event
is if the outcome is not deterministic? Well, an extreme example of
this is gambling: You could could bet $1 on red in roulette, or you
could just give the casino $0.06. Somehow people find the
uncertainty of the outcome is much more exciting than just admitting
the expected outcome up front! But perhaps this is a bad example,
because the player is motivated by a monetary reward instead of
being entertained in general.
-Paolo
Paolo Piselli
ppiselli at yahoo.com
www.piselli.com
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