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Week 2: Hold

Week 2 — why a value with no payoff yet is still worth showing a player, and the trap it sets if you overpay it

1 March 2027

Week 1 gave the button one fact to report: that it was pressed. This week gives it a second fact: how long it’s been held, sampled continuously rather than reported once. That difference matters because a continuous signal changes what a player can learn before anything has been decided — a duration readout is feedback about a decision not yet made, and the design work here is mostly about making that pending-ness legible, not about the number itself.

The obvious trap is that a hold-duration reward with no release cost turns into “hold the button until a bar fills,” which is barely a game — it’s a loading screen with the loading in your hand. Week 3 is where holding acquires a cost through timing at release; this week deliberately withholds that, so the open question is: what’s worth showing a player about a value that has no payoff attached to it yet?

Outline

Teaching team