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Original post by Tangireon
I don't know if this could be considered programming edutainment, but the MMO game Second Life has a whole side thing dealing with scripting in-game objects that you can create from your avatar - while the fun part of it is that you are able to see immediate results that affect your avatar, other avatars, the world, or your/others' objects, probably the downside to that is that you have to go through non-interactive tutorials to understand how to script (especially a bit more difficult if you haven't programmed with a language before).
Ah, yes, Second Life. For some reason Second Life exists in this separate, game-but-not-quite-a-game gray area of my mind. I've heard about the scripting stuff, and I think it's really cool.
It reminds me most of modding. It's like modding a game in real-time (way cool). Modding is something I hadn't really thought about in relation to this problem, but it is definitely a potential solution. I think there are a great number of players that would love to tweak the game they are playing, either to 'fix' it, or to make it more fun. Having real-time mod support in a popular game would be really cool. Of course, running a multiplayer game on dynamic, changing code would probably allow for some really bad situations.
Maybe you could have a game where you start up a 'session' with X other players, and you are able to do whatever you want to the dynamic code running that session. That is, the game starts as a normal instance of whatever that game is, but the players change what that is as they play. When the game is over, the altered session could just disappear forever, or you could let the player save it and re-load it at a separate time. Keeping the games small and mostly private might help to limit the frustrations that come from allowing other players to change the game while you play it.