Most of the time, when games use any kind of personality evaluations, it feels as though you’re playing a round of 20 Questions. It’s a mere quiz, and it’s not very subtle. Rarely, if the context is fantastic, it might feel a bit more believable. But most of the time, the data the computer gains from the player is patchy, at best.
In stupendously exciting news, the folks over at 2PaperDolls have brought me onto their development team as a community manager/game designer. This makes me wonder how much I’m going to get done on my own personal developments, but the project we’re working on could change the very nature of how games interact with players; so for now, I’m happy to put some stuff on the back burner and focus on doing everything I can at 2PaperDolls. The release is below: