- Tynan Sylvester
- at time, questionable world view and lack of reflection:
- > I once tried to break out of this pattern with a real-time strategy game called Player League. The player controlled a team of pickup artists in a nightclub. The goal was to pick up more chicks than the opposing teams of players.
- > When I first started making games, I never thought that I would have to face ethical questions in my work.
❐ Designing Games
Backlinks (11)
- > A reinforcement schedule is a system of rules that defines when rewards are given.
- ~ avoid degenerate strategies
- ~ consider world narrative
- ~ have a secondary way of providing an important message to the player, if the first way fails
- ~ know the market value curves of your game (or app)
- ~ layer different reinforcement schedules
- ~ players may not only get bored, but also overwhelmed
- ~ players stop the game when too frustrated or bored
- ~ you can reward the player to do a volume of activity within a timeframe
- ~ you cannot judge how a (video game) experience will be by imagining it
- ⁓ consciously balance how much information to give to the player