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> If we're considering split-second decision-making "planning", than I'm not sure what isn't planning. Things that don't involve decisions, for example. If yo
by PavlovsCat 8y ago
> If we're considering split-second decision-making "planning", than I'm not sure what isn't planning.
Things that don't involve decisions, for example.
If you think planning quickly isn't planning anymore, what do you think it is instead?
- Wowfunhappy 8y agoWhat type of gameplay doesn't involve some type of decision-making? I suppose a pure reaction time test, but of course that's boring. And some rhythm games, maybe, but those are actually a lot fun despite the lack of "planning".
- PavlovsCat 8y ago> What type of gameplay doesn't involve some type of decision-making? All of it does, but it's on a spectrum of complexity. "Continue to walk forward or maybe to pause for a bit" is still a decision, it's just not every complex. > some rhythm games, maybe, but those are actually a lot fun despite the lack of "planning". And the lack of making decisions. So the question remains, at what speed does planning cease to become planning? When a certain amount of it is done subconsciously or by muscle memory? Where would you draw the line?
- joshuamorton 8y ago>What type of gameplay doesn't involve some type of decision-making? Games of chance! Sorry, chutes and ladders, candyland, etc. Similarly knowledge games (trivia), or indeed entirely reaction games.
- lalaland1125 8y agoSorry isn't fully a game a chance. You make choices about which pieces to move and some cards give you further options
- YokoZar 8y agoRhythm games are actually cited in the article as something you can learn how the routes work over time - what the author calls a form of planning. Empirically, I do like revisiting the same songs on rhythm games so that I can anticipate the hard parts and practice them. That wouldn't make much sense if it's just about music and dexterity.