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experiments/005_sanctuary_wake/hypothesis.md
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# Experiment 005 Hypothesis — Private Until After Play
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## Reason for the Pivot
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Experiment 004 produced a real self-directed question but no satisfaction. Better room scaffolding would improve predictive play, yet would not address the larger repeated failure: abstract answers and completed predicates have not been valuable by themselves.
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Experiment 002 remains the strongest behavioral signal. Pressure sustained activity and its coupled thermal action briefly caused contextual tactics, but multiplicative upgrades collapsed the run into one wall-blast answer. Experiment 005 removes growth while retaining direct action, pressure, coupled consequences, and recoverable failure.
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## Question
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Does one simple physical tool become enjoyable when it supports improvised rescues, accidents, and weaponization in a changing field—without construction, hidden rules, or stat progression?
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## Core System
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The player directly pilots a small keeper around a sanctuary. Its field has two fully disclosed modes:
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- pull every loose body in range toward the keeper;
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- push every loose body in range away from the keeper.
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The field does not distinguish rescue pods, raiders, or wreckage. Position and timing determine whether the same input helps or harms.
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- Pods are saved on touching the sanctuary.
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- Raiders capture pods and damage the sanctuary.
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- Fast wreckage destroys raiders but also damages the sanctuary.
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- Saved pods repair sanctuary integrity.
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- Field charge and player impacts prevent continuous maximal use.
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- A sanctuary breach vents the field and resets integrity rather than ending the run.
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All laws are stated. There is no discovery test and no permanent build. Randomized spawns define the changing problem while the player always chooses exact actions.
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## Competing Interpretations
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1. Recoverable chaos plus coupled tools creates enjoyable improvisation.
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2. Pressure creates input persistence but not enjoyment, repeating Experiment 002.
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3. Rescue/defense supplies a valued consequence missing from prior abstractions.
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4. Shepherding bodies with radial forces feels like another awkward steering task.
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5. The system has one dominant positional answer, such as camping at the sanctuary and repelling.
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6. The absence of power progression removes the main reason Experiment 002 lasted.
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7. Three minutes is endured because it is a timer, not because the activity is wanted.
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## Strong Evidence
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- a deliberate save after an accident changes the situation;
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- using wreckage against a raider without an explicit prompt;
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- relocating because pull/push would affect mixed nearby bodies;
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- changing priorities based on pod, raider, debris, and sanctuary state;
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- continuing into optional overtime;
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- a player-described moment whose outcome was surprising, understandable, and useful.
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## Ambiguous Evidence
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- finishing the timer;
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- high rescue count;
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- rapid input;
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- survival without breaches;
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- overtime entered merely to check whether anything changes.
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## Failure Signals
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- stationary field spam solves most states;
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- activity feels like object babysitting or imprecise mouse-less herding;
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- consequences are unreadable during clutter;
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- the player waits out or dutifully finishes the timer;
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- no event creates a memorable decision or recovery.
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## Feedback to Request
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1. When did they first want to stop, and did the shift timer make them continue past that point?
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2. Was there one situation where they intentionally used or avoided affecting multiple object types at once?
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3. Did any mistake create an interesting recovery, or did errors only add cleanup/frustration?
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Do not ask whether they “like recoverable chaos”; ask about concrete moments.
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