Task Games - Weight Property
In Task Games (games where the primary entity is a task) one can attach a special value to it - 𝘄𝗲𝗶𝗴𝗵𝘁.
This weight can mean either difficulty or importance of a given task.
One could even have 2 weights - both for difficulty and importance.
A very good strategy is to have three weights: light, normal and heavy. Having more will make it difficult to properly assign weights to each task.
The rule of thumb is that a lightweight task should be three times more easy/less important than a normal task and a normal task should be three times more easy/less important than a heavy task.
This also makes evaluations more easy (immediate). And this is important because the process of creating a task is a burden of its own.
I consider weights as "necessary evil". Ideally all tasks should be of equal weight - same difficulty, same importance. However in reality it's very difficult to achieve - thus this additional weight construct.
Weights can be coined with how much resource will be granted for doing a given task (or drained in case the task is constantly postponed).
Weight can be coined with rewards - if a task with higher weight is done then better reward is given (or there is higher chance of drawing better reward).
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Wojciech Rembelski
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Task Games - Weight Property
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