Over-thinking is something that we all do at some point or another. Basically it could be thinking of a complex design just to move an object, or it could be asking why you're character cannot throw an enemy if he can lift a crate. In a way it's our mind's backup plan of separating us from our games, in ways of saying that: i slashed this wall with a lightsaber, why is it still standing (indestructible terrain, anyone?). More recently I have expierienced while playing Halo 3:ODST, where you are in a city landscape, meaning that there are multiple ways of reaching your destination. So I would consult my in game map and try to maneuver around Covenant squads, only to run into larger ones and be mowed down by snipers. The message is clear, use that easily forgotten hint feature, something Army of Two has built in inside it's Visor-ish Mode. Hopefully as we strive for better and more complex games, over-thinking will not become a bigger problem, but actually an asset. One example of this is a game I've yet to try, Scribblenauts; which in where over-thinking causes some of the joy of the game's puzzle solving. Still, I can see how over-thinking would be annoying in the shooter genre I was using it in, because over-thinking leads to second-guessing and that leads to getting flanked to getting a bullet in your skull and a game over screen. Strategy-based games should start to impart the human mind as well still, from the crate previously mentioned, to actually having something when a grenade is thrown at a wall, or tree sniping! In finality this trait of mine, might be helpful in programming and scriptwriting, but as far as shooters go, just fire straight ahead.
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