Spring 2012 -- INFO 490-CS / CMN 496-CS, Prof. Christian Sandvig
 

(*) Habitat and James Bond Goldeneye

When Farmer and Morningstar created Habitat, they had high expectations of their game to stay the way it was so that everything would go according to plan. However, one thing they did not expect was for scarcity to not be an issue in the game. For example, in Habitat Farmer and Morningstar expected for the players to have to acquire money slowly by completing certain tasks, but a few players figured out that they could acquire larger amounts of money by selling objects they have purchased for a profit (e.g. the crystal ball). Then after the players had large sums of money in their pockets they could purchase more products, do a lot more and even complete the levels faster. Another example of this would be in the game James Bond Goldeneye (Nintendo 64). In James Bond there were cheats where you could unlock all the weapons or have an infinite amount of ammo that would never run out. When people found these out, they were able to kill much more people (with unlimited ammo) and could also use much more destructive weapons that could kill more easily. In this sense they took out the obstacle that the creators made which would've made the game more difficult to complete.
Both of these games overall were created with the design in mind that players would have to obtain things over time (e.g. ammo and money) and things would be much more scarce, that way players would have to be more creative and thoughtful when using their things and the game would have an obstacle similar to the scarcity of things in reality. Another cheat for James Bond that came around was the "infinite time" cheat. Players mission time would usually be recorded at each level, however, this cheat gave players the freedom to roam around for as long as they wanted, exploring the grounds. Both of these games had obstacles that were taken away which made the game much easier to complete and for players to have a bigger advantage than expected.

25 Apr13:31

Evolutionary design in James bond Goldeneye

By aimee

This is a very good example of players taking advantage of cheats or design flaws in a game. But how did the game, itself, evolve from these user practices? Yes, it became easier, but did the game have to change as a result of these acts? In Habitat, the designers were forced to make actual changes to the game to address user cheats. The design of the game evolved due to users' use of it. Did the designers of James Bond Goldeneye do anything to address these cheats? Did the game evolve as a result of users?

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