dynamic content Tag

Brian Green (Psychochild) has a recent post over at his place about why he might be changing his mind about the possibilities of User-Generated Content that I think contains a very strong idea: that of [player] intent, and I think it relates strongly to something I’ve been talking about, including this post. I think here it is worth dividing up two concepts that I have been lumping together somewhat: -> dynamic or malleable content being content that is provided exclusively by the game designers and developers but which can be affected in direction or nature by the players.  An example might be the morality systems present in a few games; at its most basic level this could be represented by the kinds of choose-your-own-adventure systems we’ve seen here and there.