Lord KJWilliams
Member
So for the past year or so, I started working on a game idea where the game has two modes , one lets you cheat and the other does not. Its designed like a science experiment where you have the control and the experiment, in this case the experiment is the ability to cheat in the game. So, I came up with this idea, that if you provide two versions of the same game ( as one game actually ) to a player, that they will use the cheat mode more than play the game without cheating, but at the same time the player gets to learn how to play the game so when they play the game without cheating, they have learned how to be a better player because its just like the game, in the mode that lets you cheat. One thing different about the cheat mode is that you can graduate from the cheat mode by turning off , one by one what cheats you dont want ( or even all of them ). In the other mode that does not allow cheats, you have higher score rewards in the same game, than in the game that lets you cheat, so that's the trade off.
So my theory is that you learn how to be a better player by cheating in a game, and when you want to play the game that does not let you cheat, your a better player, versus playing the game that does not let you cheat in the first place, has a higher learning curve, but provides higher scoring.
Would it work like that in reality or would a player do something different?
So my theory is that you learn how to be a better player by cheating in a game, and when you want to play the game that does not let you cheat, your a better player, versus playing the game that does not let you cheat in the first place, has a higher learning curve, but provides higher scoring.
Would it work like that in reality or would a player do something different?