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Okay, let's try going wayyyy beyond that... think what you could do if you actually designed the game for the purpose of testing the user in ways that didn't a
by flatulent1 16y ago
Okay, let's try going wayyyy beyond that... think what you could do if you actually designed the game for the purpose of testing the user in ways that didn't affect the score.
- jacquesm 16y agoCreepy.
- deleted 16y ago[deleted]
- sesqu 16y agoThere are several games with alternate storylines and choices that do not affect the score. Those choices often don't affect the storyline, either, because it's too much work. When playing such games, I used to save, try various alternatives, and go with the one I liked best in retrospect. When I encountered a game that didn't allow for saving, I was quite bothered and worried about the game "calling home". These days, I mostly wouldn't worry. A lot of kids slaughtered cities in fallout 2, or accepted quests from all sides so they could get in everywhere and steal the silverware. Few meaningful inferences could be made. But the meaningless stuff, like red vs. yellow stimpacks? Doing market research with games? That might be worrisome, depending on your feelings about adwords.