Monday, September 10, 2012

GlitchHiker and changing the stakes of gaming success

In today's meeting I mentioned GlitchHiker, a game designed to go extinct.

This design raises some potential research questions. How is a player affected by the knowledge that poor performance could actually deny someone else the chance to experience the game? How is a player affected by knowledge that great performance will lead to even more people getting to play?

Or, more generally, how does the experience of playing a single-player game change when your performance means something for other players?


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