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Prisoner's Dilemma

rated 2.33 / 5 stars
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Credits & Info

Jul 30, 2008 | 12:52 AM EDT

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Author Comments

Prisoner's Dilemma is a text game with multiple outcomes that may shock or disturb you.
To get the full effect, play the game multiple times.

Well actually... It's more of a Madlib doodad kind of thingy.

And as always. If you have any ideas, questions, and or problems please write a review.

Thank you.



Rated 5 / 5 stars

Motherfuckers is crazy! Beat they ass!

I liked it a lot! Text base games are severely underrated.


Rated 1.5 / 5 stars


I was expecting something original and different, but it was a disappointment and not too entertaining.

I thought the music was quite good though and blended nicely with this type of game.

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Rated 0 / 5 stars

The Player's Dilemma

There is no purpose to the madlib part of this game. Only some of the words are used (I never get to go skiing), they are only used in the first page of text, and they are used poorly.

The "prisoner's dilemma" part of the game is incorrectly implemented. In your game, you are presented with three actions: push the red button, push the blue button, or let the timer run out.

You are told that: If you push the red, either the other person dies or you both live. If you push the blue, either only you or both of you die. Red is a guarantee of life, and blue is a guarantee of death. You are not told what happens if you let the timer run out. If you do, you live and the other dies.

The prisoner's dilemma should only present you with two possible actions (no action would default to one of them), and the knowledge that there is another who is presented with the same choices. One choice is cooperative with the other person, and one betrays them. If both choose the cooperative choice, both get a gentle penalty. If both choose to betray the other, both get a strong penalty. If one chooses to betray and the other does not, the one who betrays gets a reward and the other gets a severe penalty.

The idea is, you either choose to cooperate and risk a severe penalty over a gentle penalty, or you choose to betray and risk a strong penalty over a reward. It's an exercise in risk assessment. Your implementation does not reflect this at all.

As a game, there is no challenge, entertainment, or interest. I'm not sure what you were attempting to accomplish here. It's got a mute button though, I really enjoyed that.

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Turn-Coat responds:

Great point. I'm working on that right now. Sorry to disappoint you.


Rated 1 / 5 stars

This is not...

too good of an assignment. To me it just wasted time in my life. If you put your mind to something of greater importance to this portal, I believe you could possibly put a project together of meaningful gameplay.
Anyhow, I am sorry to inform you that this does truly suck and good luck to you on your next "game"..........vp


Rated 0.5 / 5 stars

Not really a game...

As much as it is a long, confusing, and boring madlib. Name something of great or little importance? Um, those are antonyms, maybe you should pick one of those and stick with it.