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ROULETTE

This approach diminishes players' apprehension of death or failure, simultaneously enriching the gameplay experience with added depth.

Designs can balance the sting of failure by creating second chances through additional risk vs reward scenarios (high risk-high rewards vs. low risk-low rewards), allowing the player to do damage control and recover from failures without making risks feel insignificant.


Pattern Implement

Our prototype creates a scenario where the players can take shot to get money (if the shot is a blank), and they can have a chance to heal when taking damage from the shot (there’s a chance to fail healing). By doing so, the player is encouraged to take the risk of getting shot but get money, as well as having a chance to heal back some health and keep playing to get more money.

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