I think it might be counterproductive to time players, because it’s likely that time pressure would encourage players to use system 1 reasoning, and develop quick but sloppy heuristics for proceeding in the game.
Possibly the game could introduce some Time Attack elements late on, once the players have mastered everything else, but speaking as someone who very rarely enjoys time constraints in games, I’d prefer if it were optional.
I though that by “quickly”, “with few pieces of evidence” was actually meant—the less, the better. Still, you can always get more evidence than necessary.
Yeah, “quickly” got overloaded by both “how long the player takes to make decisions” and “how many units of in-game time have elapsed”. Perhaps “fewer turns used” is a better way to phrase it.
I’m concerned that separating reward from effectiveness in getting the right answers would make the game too complicated, and dilute the message.
Err, I was trying to go for a “you are rewarded for getting the right answer quickly” sort of deal.
I think it might be counterproductive to time players, because it’s likely that time pressure would encourage players to use system 1 reasoning, and develop quick but sloppy heuristics for proceeding in the game.
Possibly the game could introduce some Time Attack elements late on, once the players have mastered everything else, but speaking as someone who very rarely enjoys time constraints in games, I’d prefer if it were optional.
I though that by “quickly”, “with few pieces of evidence” was actually meant—the less, the better. Still, you can always get more evidence than necessary.
Yeah, “quickly” got overloaded by both “how long the player takes to make decisions” and “how many units of in-game time have elapsed”. Perhaps “fewer turns used” is a better way to phrase it.