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.