Over on ihobo today, I muse about the experience of holding the nuts (the best hand) in poker and possible parallels in videogame play. Here's an extract:
How would one construct a “nuts” experience in a videogame? Let us consider one possible example. Suppose that a particular cRPG has in its random treasure tables an item – let's call it the Nuts Orb, for convenience – that when activated guarantees that one will beat any boss it is used against. However, when activated the player has a short period of time in which to fight the boss (with radically improved attributes) in order to earn additional experience, such that they also have the possibility of beating the boss via combat, rather than just having the Nuts Orb hand them the victory. This seems to meet the requirement: holding the Nuts Orb gives you the hit of knowing one has already won (you will beat the boss) but gives you the opportunity for additional reward (by giving you a chance to beat the boss with superior power and earning additional experience).
You can read the whole post here.