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Victory! - The Mad Schemes of Dr. Tectonic [entries|archive|friends|userinfo]
Beemer

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Victory! [Apr. 6th, 2005|10:14 am]
Beemer
[Current Mood |ecstaticecstatic]

Wow! Today is a gorgeous, beautiful sunny day, and I feel energized and really good!

We did our first for-really user test of the game last night, with the students in a planning class at CU, and it was AWESOME! They caught on to what was going on with it quickly, they played through it *much* faster than we expected them to, they seem to have picked up on several of the points we were trying to teach them, and best of all, they were actually enjoying themselves!

They enjoyed themselves enough that several groups, after finishing the game, spontaneously restarted the game and played it again!

Do you know what this means?

OUR GAME DOESN'T SUCK!!!

W00t! Yay! I made something good! Woo-hoo!
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Comments:
[User Picture]From: dr_tectonic
2005-04-06 04:14 pm (UTC)
Um? I don't quite follow. Explicate, please?
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[User Picture]From: ng_nighthawk
2005-04-06 04:24 pm (UTC)
Dr T: My game went well.
BadJ: Your computer game did not go bad.
Goober: Computers go bad!
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[User Picture]From: dr_tectonic
2005-04-06 04:31 pm (UTC)
Ah! I think that's just a special case of the standard conversational tangenting mechanism specified in HumanNature v.0.2. So whether it works in reverse depends on whether the ConversationTopic subclass in question supports the SemanticAnalogyTrigger protocol in its AlternatePhrasing method when the Humorousness variable is set to a non-zero value.
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[User Picture]From: ng_nighthawk
2005-04-06 04:30 pm (UTC)
As to the question, I was wondering if this was pessimism, or would you also see conversations go like this:

Person 1: Bad thing.
Person 2: Not good thing.
Person 3: Good thing.

As in:

Me: I'm not getting any sleep.
Rhonda: Yeah, I'm not well-rested either.
Zanon: I'm well-rested.
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