
“You Can’t Tell Your USB from a Hole in the Wall.”
Aram Bartholl is mortaring USB drives into walls, curbs, and buildings around New York. These dead drops, as he terms them, are peer-to-peer file transfer points with true anonymity.
… The furtiveness of squeezing your laptop or mobile against a wall is rather intimate — these may be dead drops, but they’re also data glory holes.
– Glenn Fleishman @ Boing Boing
See also comments @ Slashdot.
Dead drops: “A location used to secretly pass items between two people, without requiring them to meet.” — Wikipedia
This could be useful in a multiplayer game: two players who are secretly allies use a dead drop to exchange in-game data (maps, passcodes, virtual items, in-game points, etc.). Other players try to figure out where the dead drops are located, and who is using them.
For example, in Team Fortress, Engineers would build the dead drops, and Spies would use them.
I’m guessing something like this has already been done in one or more games. If you know of any such games, please leave a comment.
examines text adventure games through interviews with developers, designers and players.”
This looks interesting:
about risk, skill, and related topics in game design. Here’s an excerpt: 

Zen Albatross writes:
Within the first round of playing I started to imagine all the different rules that could make the game more engaging and fun. There were already some weak points in the game’s mechanics so obviously those need to be addressed first. One problem showed me that the designers didn’t play the game themselves as much as they should have. For example there were too many walls that could be movable that resulted in a bit of chaos in the level design as the game progressed. Limiting the amount of walls could fix this.

