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(12-30-2012, 05:01 PM)
feint_ruled's Avatar
How about fruit machines - their entire design strategy is to give the player the illusion of influence were none exists. For example hi/lo style games are rigged to determine success in advance of the player choice, and the result is chosen to match. i.e. if it decides you are going to lose then if you pick low, it goes high - you pick high, it goes low.