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That's an excellent way of viewing the "state" of the "player-game" system, thank you. My favourite example of this, and one of my favourite moments in "gaming
by dane-pgp 5y ago
That's an excellent way of viewing the "state" of the "player-game" system, thank you.
My favourite example of this, and one of my favourite moments in "gaming" generally, was (SPOILERS:) a sequence of online puzzles, one per page, where solving the puzzle on one page would give you the address of the next page in the sequence.
The game was constructed (if I remember correctly) such that the first page actually had two possible answers: an obvious one, and a more subtle and complex one. By missing the subtle challenge, you ended up following a trail of relatively simple puzzles, which increased in difficulty over time, until they took you right back to the first page.
At first it seemed like a mistake, that after all these puzzles you were no closer to the end than when you started, but, as with Getting Over It, the "player-game" state had changed, because you were not the same person you were when you started the game. So, you knew to be more careful in looking for clues, and you knew how to solve those clues, and you could then find the single answer that was there from the start and took you straight to the success page.
Experiences like that really change how you view the world, and yourself, so I'm really glad I found it when I did.