[MUD-Dev2] Risk vs Reward [was: Value]
cruise
cruise at casual-tempest.net
Wed Sep 20 12:11:25 CEST 2006
Thus spake Mike Rozak...
> In my writeup, I used the term "weak" and "strong" choices to indicate
> choices that could easily be undone. Walking a short distance is almost
> always a weak choice because it's easy to walk back to the same place you
> started. Selecting which university you wish to attend is usually a
> strong choice because it's not easy to suddenly switch to another
> university.
I think this is a valid distinction, and an alternative way to classify
choices. Something can be strong, but meaningless, or weak, but meaningful.
Thus spake Sean Howard...
> For instance, a weak choice is one where it doesn't matter which way you
> go as they all lead to the same outcome or is different only comsmetically
> (what color hair do you want), or where you don't have enough information
> to make an informed choice so it might as well be random selection (like
> rock-paper-scisssors).
>
> A strong choice is one that is deterministic based on information before
> the choice, and has some sort of changing effect on the game world and on
> future choices (ie wearing fire proof armor).
To me, that classification is better served by "meaningful", but each to
their own :P
> Maybe it's just me, but that's how I'd always heard the terms used...
> Strangely, your examples of weak and strong choices are equally valid with
> the usages I'm familiar with as well, so it seems there is some overlap.
> It just seems like defining choices based on how easy they are to undo
> seems to be missing the important nature of what choice is.
On the contrary, it's a large part of what makes a choice a choice. If
it is easy to undo a choice, then really the only choice is which order
to try the various options.
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