CodexGameDev/experiments/005_sanctuary_wake/hypothesis.md
2026-08-18 00:52:29 -04:00

72 lines
3.6 KiB
Markdown

# Experiment 005 Hypothesis — Private Until After Play
## Reason for the Pivot
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.
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.
## Question
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?
## Core System
The player directly pilots a small keeper around a sanctuary. Its field has two fully disclosed modes:
- pull every loose body in range toward the keeper;
- push every loose body in range away from the keeper.
The field does not distinguish rescue pods, raiders, or wreckage. Position and timing determine whether the same input helps or harms.
- Pods are saved on touching the sanctuary.
- Raiders capture pods and damage the sanctuary.
- Fast wreckage destroys raiders but also damages the sanctuary.
- Saved pods repair sanctuary integrity.
- Field charge and player impacts prevent continuous maximal use.
- A sanctuary breach vents the field and resets integrity rather than ending the run.
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.
## Competing Interpretations
1. Recoverable chaos plus coupled tools creates enjoyable improvisation.
2. Pressure creates input persistence but not enjoyment, repeating Experiment 002.
3. Rescue/defense supplies a valued consequence missing from prior abstractions.
4. Shepherding bodies with radial forces feels like another awkward steering task.
5. The system has one dominant positional answer, such as camping at the sanctuary and repelling.
6. The absence of power progression removes the main reason Experiment 002 lasted.
7. Three minutes is endured because it is a timer, not because the activity is wanted.
## Strong Evidence
- a deliberate save after an accident changes the situation;
- using wreckage against a raider without an explicit prompt;
- relocating because pull/push would affect mixed nearby bodies;
- changing priorities based on pod, raider, debris, and sanctuary state;
- continuing into optional overtime;
- a player-described moment whose outcome was surprising, understandable, and useful.
## Ambiguous Evidence
- finishing the timer;
- high rescue count;
- rapid input;
- survival without breaches;
- overtime entered merely to check whether anything changes.
## Failure Signals
- stationary field spam solves most states;
- activity feels like object babysitting or imprecise mouse-less herding;
- consequences are unreadable during clutter;
- the player waits out or dutifully finishes the timer;
- no event creates a memorable decision or recovery.
## Feedback to Request
1. When did they first want to stop, and did the shift timer make them continue past that point?
2. Was there one situation where they intentionally used or avoided affecting multiple object types at once?
3. Did any mistake create an interesting recovery, or did errors only add cleanup/frustration?
Do not ask whether they “like recoverable chaos”; ask about concrete moments.