From CIRCA
LaTeX code for OptimalGameExperience
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\documentclass[a4paper,11pt]{article}
\usepackage{ulem}
\usepackage{a4wide}
\usepackage[dvipsnames,svgnames]{xcolor}
\usepackage[pdftex]{graphicx}
\usepackage{hyperref}
% commands generated by html2latex
\begin{document}
Jane McGonnigal in \textit{Reality is Broken} talks about the optimal game experience for alternate reality games. She argues that you need three things to make an alternate game successful:
\begin{enumerate}
\item Challenges that are interesting to the player.
\item Rewards that are commensurate to the challenges.
\item Feedback on progress in the game.
\end{enumerate}
How are we meeting these requirements in The Writing Game?
\begin{enumerate}
\item Challenges: The challenges are set by the player, but we need to make sure they can easily define appropriate challenges.
\item Rewards: We don't have a good model for rewards yet.
\item Feedback: We have a log that details what has been achieved in detail.
\end{enumerate}
\end{document}