Re: Ezbez
For the sake of analysis I draw no distinction between tactics and strategies. The difference is in scope, which is defined outside the definition of strategy.
Re: Wavinator
Evaluations is done by declaring a set of quantifiable benefits, costs, and compute the expected ratio based on probablility. In the definition where a strategy consists of a set of action/reaction laws, the number can be obtained empirically by simulating the situation n times. At the end of each run, the benefit/cost ratio is computed. At the end of n runs, the average is computed.
Analytically, the Expected Effectiveness of a strategy is hard to computed because the related probabilities could be hard to compute. But some strategies can be evaluated by cancelling out shared probabilities, allowing you to compare them without knowing their absolute effectiveness.
In the Throw-stuff-and-scream strategy, the overall effectiveness is zero because zombies are not affected by screaming or stuff thrown by kids. The list of related probability is long, and includes:
1 The chance that something can be picked up and thrown
2 The chance that you can throw stuff after i throws
3 The chance that a thrown object hits a zombie
4 The chance that a zombie gives up after getting hit
5 The chance that a zombie gives up after hearing a scream
6 The chance that you can scream again after j screams
In this analysis, 1,2,6 are ammunitions that is related to how long you could defend the playground under if is a chance that a zombie would give up.
Suppose Zombies are scared by things being thrown at them. Then an improvement to the strategy would be to tie a string to an object before it is thrown, so that the thrown object could be retrieved and be thrown again. This becomes a better strategy because it contains an option to improve the chance of 1.
The reason I am confused about the topic is that this line in particular doesn't make a lot of sense to me because the word strategy is being referred to several things:
Quote:The elements must arise from the execution and interplay of rules which the player understands in advance. If zombies are repelled by fire, for instance, then the use of fire becomes a strategy (contingent on other rules, such rain/water putting out fire, which makes the strategy effective only in certain situations). A good strategy keeps this consistent (zombies shouldn't suddenly and inexplicably lose their fear of fire just because of a level load.)
The last sentence seems uncompatible, because it seems that you are describing a situations where the game makes zombie's fear or fire inconsistent, thus making it difficult/frustrating to a player who is trying to devise a strategy. So I can't tell whether the topic is
How, exactly, do you devise a strategy, given a situation, from scratch?
or
How, exactly, do you design a strategic situation from scratch, given that you want the player to have fun strategizing?