This is all relat­ed to one of my core aes­thet­ic goals of the game, name­ly forc­ing con­se­quen­tial deci­sions with par­tial infor­ma­tion, which I’ve always thought of as pri­mar­i­ly occur­ring on the Sniper side, but it real­ly does hap­pen on both sides. As the Spy, you have to decide to do some­thing (accom­plish mis­sions), and then what to do (which mis­sion), even though you don’t real­ly know if you’re a sus­pect or not. How you go about this “doing” is obvi­ous­ly very impor­tant, but just the act of over­com­ing your con­fir­ma­tion bias and start­ing at all is some­thing you can feel when playing.2 This is one of the parts of the game that I’m most hap­py with, because I think this con­cept of embrac­ing uncer­tain­ty and mak­ing deci­sions even when you’re not sure is very au courant, in that most big deci­sions in mod­ern life are made with only par­tial infor­ma­tion, but you still have to make them to the best of your ability.

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Kars Alfrink

Kars is a designer, researcher and educator focused on emerging technologies, social progress and the built environment.