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Episode 09: Incentives and Emotional Impact in Papers, Please
MP3•Episode home
Manage episode 180241546 series 1450546
Content provided by Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact. The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized choices between good and evil. How does this all tie in to incentivizing performance improvement? What about Empathy, Narrative, and Intrigue? We cover a lot of ground this week. Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion.
…
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Show Notes & Links
- Roger Kaufman’s Organizational Elements Model (OEM)
- Six Sigma’s SIPOC tool
- Bounce Rate
- The First Hour Experience
- Bloom’s Affective Taxonomy
- Papers, Please’s Achievements
Other games mentioned in this episode
- Super Mario Maker
- Super Metroid
- Halo
- Mass Effect
- Knights of the Old Republic
- Dragon Age: Origins
26 episodes
MP3•Episode home
Manage episode 180241546 series 1450546
Content provided by Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Chad Haefele & Brandon Carper, Chad Haefele, and Brandon Carper or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
This week we concluded our three week Arstotzkan travelogue with a look at how Papers, Please handles incentives and emotional impact. The game has an unusually subtle approach to morality and choices, and avoids Mass Effect style extreme polarized choices between good and evil. How does this all tie in to incentivizing performance improvement? What about Empathy, Narrative, and Intrigue? We cover a lot of ground this week. Papers, Please is available on PC, Mac, Linux, and iPad. At the time we recorded this episode, the iPad version was broken and didn’t factor into our discussion.
…
continue reading
Show Notes & Links
- Roger Kaufman’s Organizational Elements Model (OEM)
- Six Sigma’s SIPOC tool
- Bounce Rate
- The First Hour Experience
- Bloom’s Affective Taxonomy
- Papers, Please’s Achievements
Other games mentioned in this episode
- Super Mario Maker
- Super Metroid
- Halo
- Mass Effect
- Knights of the Old Republic
- Dragon Age: Origins
26 episodes
All episodes
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