What Big Brother Teaches Us About Game Design
Thanks to Skotos.net for their article discussing why the TV show Big Brother 4 is an example of good game design, and what we can learn from it. It's pointed out that "a group of n/2 (rounded down) + 1 people can dominate the game", if well-organized, but "the producers of Big Brother have made changes which dramatically reduce the power of a majority", including the ability to veto potential evictees. But it's argued the jury of previously evicted players voting on the final two contestants means "...if you backstab someone or betray them, even if it gets you further in the game, it could prevent you from winning." Is there a perfect strategy for winning Big Brother, and if not, is the concept of "unworthy winners" dissatisfying?
We've just started seeing Big Brother (US) in the UK for the first time, and the differences are startling.
In the UK game (which is becoming increasingly 'gimmicked'), the housemates are nominated by the other housemates, and the three with the most votes go to a public vote. Generally it's about public perceptions from the outside, and the press (mostly tabloids) tend to pick someone to support. There have been some interesting accusations of 'vote stuffing' in the past.
In the American version, it's closed voting and alliances are encouraged to provide voting blocks. This is a complete change to the UK version, and partially turned me off because of the constant bitching, but it's essentially a high-pressure political environment compared with the slightly more cooperative model of Big Brother UK.
Oddly Draconis
Too cynical to live, too stubborn to die.