Thursday, September 6, 2012

Bad Luck System



Open vs Closed systems
The system of bad luck is very open because it changes with the current flow of events.  The pivot line of misfortune can occur at any fluctuated intervals.

Interdependence
Every element of bad luck effects each parts, an occurrence in one part will affect the other parts.  For curses instance, someone can try to pass misfortune to you, bad luck chain may start or itself it just bad luck.  It can just occur purely from karma.

Hierarchy
Asserts that any complex system is a sub-system of a higher order system.  Such as pre-determined bad luck too high to try to tempt fate.

Decomposability
The point at which elements cannot be broken down any further and doing so would just mean obliteration.

Interchange with Environment
The parts of bad luck affect a person while the person will react to the bad luck.  Being optimisstic can change perspective of the bad become good luck.  Deciding it as a good day, people can get jinx to invert back to bad luck.

Interface
The parts of bad luck can define itself.  People guise them as superstition, horoscope, fortune cookies, or paper cards.

Balance
Each part can flow back and forth.  Everyone's misfortune can be effected by the balance of the force of the universe.

Change and Adaptability
In order to survive in a changing environment the system must be adaptable.

Emergent Behavior
The effects of bad luck can be activated from simple alternation such as a proverbial bird poop fallen onto someone’s head, someone just curses you, or computer/backup hardrive ate your homework.

Modularity
Each part of bad luck can be rearranged.  Karma or Murphy's Law can effect first before self-fulfilled prophecy.

Rock, Paper, Scissor System



Open vs Closed systems
RPS can be changed according to how it is being used such as the names can be changed to fit the gameplay.

Non-Summativity, 'Wholeness' and Synergy
RPS can pretty much be by itself to function as a whole.

Interdependence
The weaknesses and strengths effects all of the parts.

Decomposability
Breaking down the RPS too much will obliterate the system.

Self Regulation , Control and Homeostasis
RPS regulates itself with weaknesses and strengths.

Interface
Each parts of the RPS identify itself as it is with its weaknesses and strengths.

Balance
RPS is balanced with the weaknesses and strengths.

Change and Adaptability
RPS can be changed for specific gameplay.

Modularity
Each parts of the RPS can be renamed and rebalanced to fit for certain gameplay.