Speaker: Adrian Petterson Twitter: @Calamity_Jane95
- Sources of Harm
- Common choices by design, but hurt the users
- Monetary: makes user spend more money than they wanted
- Temporal: quests that you can only play at certain time
- Social: invite your friends
- Psychological: making fun of players, putting a crying puppy
- Solution:
- Transparency with your players
- Provide multiple ways to achieve results
- Check motivations
- Many players want to be scared, but there are plenty of players that can be triggered by certain events
- Consequences
- Panic Attacks
- Abuse from partners
- Violence: from discrimination, unexpected violence
- Mental health: eating disorders, anxiety
- Gas Lighting: convincing other that they are crazy
- Discrimination: race, ....
- Solution:
- Make it a setting: Offer Choices
- Option to skip:
- Asylum trope:
- Always portrayed as dark
- Misrepresentation
- Discriminatory
- Typically patients are represented as dangerous, barely human
- Crazy women
- Example: Harley
- Hysteria
- Instability
- Loss of Control
- People with disabilities are only responsible of 3% violent acts
- People with disabilities are 10X most likely to get assaulted
- Observe your rules
- Evaluate the rules based on current knowledge
- Weigh the importance of those rules