I've finished both microcorruption and jailbreak (at least, the publicly available bits). I really enjoy these single player CTFs and wish more were available.
Jailbreak was clearly still in development when I played and bugs were being discovered regularly (it is software, after all). I assume the architecture of the backend was designed to scale in such a way that maybe was never exploited.
Once the core of the game world is complete, how much effort is it to construct new content (new levels, for example)? I imagine the creative effort is more significant than the concrete construction of a level. I'm trying to understand if there is a way to balance the small subset of people who would pay for a "season" of a game like this. Is there a way to balance the effort and the price for such a thing to break even?
I'd pay to play a game polished like microcorruption (if you add an API documented like jailbreak). Especially if it were wrapped in a campaign/story. Combining open ended development/coding of such a task, the puzzle aspects of most exploit development, and a genre-fiction story would be a win for me.
I worry there aren't NEARLY enough people interested in such a thing but I wish there were.
Jailbreak was clearly still in development when I played and bugs were being discovered regularly (it is software, after all). I assume the architecture of the backend was designed to scale in such a way that maybe was never exploited.
Once the core of the game world is complete, how much effort is it to construct new content (new levels, for example)? I imagine the creative effort is more significant than the concrete construction of a level. I'm trying to understand if there is a way to balance the small subset of people who would pay for a "season" of a game like this. Is there a way to balance the effort and the price for such a thing to break even?
I'd pay to play a game polished like microcorruption (if you add an API documented like jailbreak). Especially if it were wrapped in a campaign/story. Combining open ended development/coding of such a task, the puzzle aspects of most exploit development, and a genre-fiction story would be a win for me.
I worry there aren't NEARLY enough people interested in such a thing but I wish there were.