September 2006
- Amusement park gaming (was: [REPOST] Value) Siege)
- Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] Matt Chatterley
- Risk vs Reward [was: Value] cruise
- Risk vs Reward [was: Value] Sean Howard
- Risk vs Reward [was: Value] cruise
- Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] Sean Howard
- Risk vs Reward [was: Value] cruise
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. - Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] Sean Howard
- Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] cruise
- Risk vs Reward [was: Value] Matt Chatterley
- Risk vs Reward [was: Value] Michael Hartman
- [DESIGN] *Starting* Real Currency Based Worlds Nick Koranda
- [DESIGN] *Starting* Real Currency Based Worlds ghovs@plex.nl
- [DESIGN] *Starting* Real Currency Based Worlds Lachek Butalek
- [DESIGN] *Starting* Real Currency Based Worlds William Leader
- [DESIGN] *Starting* Real Currency Based Worlds Nick Koranda
- [DESIGN] *Starting* Real Currency Based Worlds Johnicholas Hines
- [DESIGN] *Starting* Real Currency Based Worlds ghovs@plex.nl
- [DESIGN] *Starting* Real Currency Based Worlds William Leader
- [DESIGN] *Starting* Real Currency Based Worlds Michael Hartman
- [DESIGN] *Starting* Real Currency Based Worlds Lachek Butalek
- [DESIGN] *Starting* Real Currency Based Worlds Johnicholas Hines
- [DESIGN] *Starting* Real Currency Based Worlds cruise
- [DESIGN] MMO's are for Newbies Nicholas Koranda
- [DESIGN] MMO's are for Newbies Nicholas Koranda
- [DESIGN] MMO's are for Newbies Richard A. Bartle
- [DESIGN] MMO's are for Newbies John Buehler
- [DESIGN] MMO's are for Newbies Richard A. Bartle
- [DESIGN] MMO's are for Newbies John Buehler
- [DESIGN] MMO's are for Newbies Richard A. Bartle
- [DESIGN] MMO's are for Newbies Sean Howard
- [DESIGN] MMO's are for Newbies Richard A. Bartle
- [ANNOUNCE] LPmuds.net forums open! Cratylus