I am 100% not on team "quietly/secretly update the text" eg in ebooks...
...I was more thinking of this as an interesting "art" project of sorts, adjacent maybe to an annotated edition where readers can opt in to a different kind of experience.
For me the most interesting bit wou;d be the problem-space of how to "translate" the cultural signification across time, which I think we would agree is literally (heh) impossible and a dubious and Quixotic goal.
I think it was in The Mind's I that the open question of whether in translating Tolstoy one could and should re-situate the novel in London for English readers, or, re-situate Dickens novels in Paris for the French edition, etc...
...all of this just forces one to confront literary theory in a productive way.
Because I enjoy such theory and also absurdism it does feel like it would be fun to try in particular to produce an automated PKD-esque black-box automaton which duly tries via "AI" mechanisms to produce candidate translations for us of exactly those aspects of something like Neuromancer which are most significantly coupled to the time place and framing of its writing,
the landscape of features that were most problematic (comical!) to translate would I think also be a neat heatmap reflective of our cultural evolution from/diversion from that time place and framing...
It's common for games to have an intentional designed aesthetic which uses cultural and social and graphical "languages" to create specific emotional impacts and effects. The lower the budget the more this is leaned into for expedient reasons but that in turn creates genre expectations! Low-poly and 8-bit are fine examples of what were once a product of technical limitations becoming their own target.
Subject matters also, and the overall aesthetic of the game; triple-A games often push towards what you're describing, that the most impactful and compelling may also be the most real...
...or at least, contain elements of it. Lots of games mess with color shading and saturation etc for the impact-reasons...
I do look forward to the era of more "photorealistic" rendering as you prefer, especially for natural landscapes like those I enjoy IRL. Some of which can have very "unnatural" feeling swings in tone and all sorts of things! I was just up in the mountains this week and saw a lot more variation in lighting and its impact on a consistent landscape (mountains across a lake) than I've ever seen in a game engine so far :)
I've always wanted to set up automation that updates the text for the book every so often to preserve original intent, by changing the language around quantities to <whatever would make a contemporary reader be impressed>
Replace "megabyte" with "exabyte" or whatever.
As an aside, there's a great essay I think in Metamagical Themas about the fuzzy task of translating literary works, which takes up the question of whether it would be valid and how to translate say Dickens into French, by relocating from London to Paris.
Part of the premise is that this is an impossible task because the referential systems are not truly analogous; the cultures aren't identical so some concepts literally have no direct translation...
...in Neuromancer the mere existence of a bank of pay phones has stood out as one of those things which even my little updater would break hard.
Also related: I've seen a slowly increasing number of complaints in book forums about text from relatively recent novels being silently updated, to change references from e.g. Myspace to Tik Tok or whatever, to try to keep the text feeling current... a perilous slope.
I immediately liked the game and was inspired to try multiple days,
my single biggest frustration was that once a day is attempted, it's locked, and, you can't continue after a single failure.
The "single point of failure" having heavy consequences would likely make me bounce off and not return.
Might I suggest an alternate design to try:
Keep the incentive to speed, but reduce the punishment.
Proposal:
Score is points-per-word as a function of time to complete.
With a non-linear asymptomic point curve.
Bonus for very fast, long tail decreasing from 1.x points to 0.x, after 30s you get 0 points...
...but critically you are not loocked out of the game and can take as long as you like.
Bonus for caching this state so you can return later
There are variations, e.g. a total time budget for all words... perhaps you retain a sense of tier, with players able to select a "league" which gives higher reward for fastest responses but more quickly drops you to zero for the rest of the game...
You can still have a leader board (implicit or explicit) where points are fungible.
You could even then have a "no stress" league which gives a flat 0.25 points per success with no timer at all or something.
People don't make this assumption, if you ask (or reflect);
arguments however regularly are implicitly predicated on exactly this premise.
(Infinite improvement, no; enough improvement that practically speaking the difference between effectively free and free is meaningless—that may well be the ultimate bitter lesson.)
My favorite easter egg by far in this domain, was the Apple II version of Karateka.
The game came on a floppy disk; if you inserted it in the drive upside down (the Apple II only used one side of the medium) you found (unusually) that the game would load, but was rendered upside down.
It was fully playable. Non trivial given the way those games were written!!!
ITT a surprising lack of perspective on the fact that despite the breathless pace of the singularity, people are still necessarily figuring things out as we go and we are well off the map.
Here there be monsters, and we don't have any real way of evaluating risk; and the leverage provided by tools already available affords systemic and even existential risk in a way no one—least of all an industry committed to shareholder value—has had to navigate, let alone with a million backseat drivers each with their own substack and brand to build.