Honesty in meta-gaming

Dempster, Paul (2009) Honesty in meta-gaming. In: CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security. CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security . UNSPECIFIED, SGP, pp. 253-258. ISBN 9789810831905

Full text not available from this repository.

Abstract

Will my free-kick swerve down as much if I also try to swerve it to the side? Am I prohibited from moving into this different map area because of engine limitations, overly-linear story-telling, or simply because the developer ran out of time? What happens if I kill this NPC? Modern game players have adapted to play the game as designed, and the meta-game of exploring the game's rule system, with equal ease. For some games the meta-game is the primary attraction, yet very little effort is put into sharing its details with players. Even games without an obvious meta-component reveal one after some time in player hands. I propose that making meta-game components of a game visible can engage players, causing them to spend more time with the game, increasing its life-span and deepening their understanding of its tactics and control systems.

Item Type:
Contribution in Book/Report/Proceedings
Subjects:
?? DESIGNINPUTMETA-GAMING ??
ID Code:
134244
Deposited By:
Deposited On:
22 Jun 2019 00:59
Refereed?:
No
Published?:
Published
Last Modified:
21 Sep 2023 03:57