Common Pitfalls
Pattern Learning vs Observation Replay
Pattern Learning: Teaches a system with reusable rules that can be applied to novel situations.
- Example: Learn bell sequence rules, then compose original melodies
Observation Replay: Memorizes a sequence to reproduce verbatim when opportunity arises.
- Example: Watch guard patrol pattern, then follow exact same timing/path
Multi-Faceted Plan vs Meta-Construction
Multi-Faceted Plan: Multiple requirements gathered in any order across independent sources, synthesized at the end.
- All three key fragments can be found in any order
- Final combination happens once all pieces collected
Meta-Construction: Sequential chain where step N’s output enables step N+1.
- Cannot proceed to step 2 without completing step 1
- Each repair enables next system functionality
Brokerage vs Sensory Exploitation
Brokerage: Trade network requiring intermediate steps (item for item, information for action).
- “I’ll give you the map if you fetch me the artifact”
- Maps to explicit exchange mechanics
Sensory Exploitation: Exploit NPC perception weakness directly.
- Distract sleeping guard with noise elsewhere
- No negotiation or trade involved
Timed Consequence Pitfall
The term “timed” refers to narrative urgency, not mechanical countdown:
- NOT: 5-minute timer visible on screen
- IS: If you don’t stop ritual before cutscene ends, permanent story change occurs
Class-Specific vs Multi-Faction
Class-Specific Ritual Challenge: Same obstacle, mechanically distinct implementations based on player character class.
- Knight uses combat; Monk uses meditation; both achieve same narrative goal
Multi-Faction Diplomacy Puzzle: Multiple independent factions must all be satisfied before unified conflict resolution.
- Cannot bypass any faction
- Each has separate requirements chain