The basis is an Angry-Birds-like game, where have a stock of 10 cannonballs, which you shoot to knock down stuff (with dedicated targets, blocks with various shapes and properties, etc.).
BUT, before you start playing, you must estimate how many cannonballs it will take you to pass this particular level. At the end of the level, you score 2 points for each remaining cannonball, minus one for each cannonball you planned but didn’t shoot, or shot but didn’t plan.
The general idea is to help face the planning fallacy and calibrate accordingly; the same idea can be applied to all kinds of games (on a platformer: how many lives will it take you to pass this level, etc.).
Would have to be randomly generated levels with no restart so that players can’t just set their estimate low and play until they achieve that estimate.
Planning calibration
The basis is an Angry-Birds-like game, where have a stock of 10 cannonballs, which you shoot to knock down stuff (with dedicated targets, blocks with various shapes and properties, etc.).
BUT, before you start playing, you must estimate how many cannonballs it will take you to pass this particular level. At the end of the level, you score 2 points for each remaining cannonball, minus one for each cannonball you planned but didn’t shoot, or shot but didn’t plan.
The general idea is to help face the planning fallacy and calibrate accordingly; the same idea can be applied to all kinds of games (on a platformer: how many lives will it take you to pass this level, etc.).
Would have to be randomly generated levels with no restart so that players can’t just set their estimate low and play until they achieve that estimate.