07-Feb-2012, 8:19 AM
My proposed SUMARIZED ‘INTEPRETATION’ of what has been offered so far:
(the word in front of the hyphen is the designers strategy and after is the player’s tactic)
1: Sequential order - logic
2: “Two-pass” (disconnect)- connecting; and, “Disintegration” – integration (?)
2B: (I don’t know what the “left –hand rule” rule is) -please explain
3: Seduction (temptation) to take a resource - wisdom/caution and abstinence
4: (Strategic) Placement (of a tile needed in the future) - peripheral awareness
5: “Bug Rule” (?) – (?) what is this rule? - please explain
6: AWA/randomness – simplify and eliminate excess noise
7: Multiple choice (causing guessing) – persistence, or
Forced choice>unseen consequence> of the choice – play different level; lol
8: Out of sight control of (frog-helpers) - reflect on past similar situations
9: Blind…ing - search (for out of sight tiles)
10: Too hard – suicide (killing Chips and starting over)
11: (cause) Run around – efficiency (taking time now to save time latter)
I’ll add another one here:
12: Door trap – look ahead
This is where the layout path causes Chip to pickup a key that needs to be disposed of before crossing over a forced floor next to a door that will trap Chips if the door is opened with the unwanted key.
If I have not interpreted your entry properly, go ahead and re-propose with more explanation, please.
Keep making entries and I will summarize again latter on after more are entered.
Also, feel free to offer counter active tactics to the proposed strategy
Ian Wilson (thinker)
(the word in front of the hyphen is the designers strategy and after is the player’s tactic)
1: Sequential order - logic
2: “Two-pass” (disconnect)- connecting; and, “Disintegration” – integration (?)
2B: (I don’t know what the “left –hand rule” rule is) -please explain
3: Seduction (temptation) to take a resource - wisdom/caution and abstinence
4: (Strategic) Placement (of a tile needed in the future) - peripheral awareness
5: “Bug Rule” (?) – (?) what is this rule? - please explain
6: AWA/randomness – simplify and eliminate excess noise
7: Multiple choice (causing guessing) – persistence, or
Forced choice>unseen consequence> of the choice – play different level; lol
8: Out of sight control of (frog-helpers) - reflect on past similar situations
9: Blind…ing - search (for out of sight tiles)
10: Too hard – suicide (killing Chips and starting over)
11: (cause) Run around – efficiency (taking time now to save time latter)
I’ll add another one here:
12: Door trap – look ahead
This is where the layout path causes Chip to pickup a key that needs to be disposed of before crossing over a forced floor next to a door that will trap Chips if the door is opened with the unwanted key.
If I have not interpreted your entry properly, go ahead and re-propose with more explanation, please.
Keep making entries and I will summarize again latter on after more are entered.
Also, feel free to offer counter active tactics to the proposed strategy
Ian Wilson (thinker)