Emile comments on Survey Results - Less Wrong

48 Post author: Yvain 12 May 2009 10:09PM

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Comment author: JamesAndrix 13 May 2009 07:00:42PM *  12 points [-]

I suspect that part of the problem is that we regularly work with designed systems that have a master plan that can be derived from a small amount of evidence.

I've been playing alot of portal and half life 2 lately. (first person shooters with heavy puzzle elements) and I wonder about how the level design is affecting my thought process.

I'm often in a room with a prominent exit and it is clear that that is the exit I'm supposed to take. When the way I came in is blocked I know that there is some other way to get out. When my computer controlled squad mates parrot 'which way do we go?' I think to myself 'What do you mean? It's obvious the level designer wants us to go this way."

I wonder if this will affect how I deal with real world puzzles where there are many paths that don't lead to defined goals, but also don't lead to a clear dead end.

Comment author: Emile 15 May 2009 03:52:52PM *  6 points [-]

You could play procedural games like nethack or Dwarf Fortress, which have no railroading, and some things you encounter just can't be solved.

Those kind of games aren't as popular as "mainstream" ones like Portal, but they may better reflect the real world.