Providing some means for user-specific textures is a big hurdle yet to be crossed in Second Life when it comes to making games. From the Wikipedia entry on Game Theory:
From: someone
In games of complete information each player has the same game-relevant information as every other player. Chess and the prisoner's dilemma exemplify complete-information games. Complete information games occur only rarely in the real world, and game theorists usually use them only as approximations of the actual game played.
But complete information games are pretty much the only type provided for in the Second Life engine. (Hacks like passing texture windows around notwithstanding.)
The cleanest solution is to either make textures that look different based on script-defined rules, or entire objects that do the same.
The problem with this solution is that it degrades the immersiveness of the 3D world when people are seeing it differently. Back when ghosting was an even bigger problem than it is now, there was nothing more confusion-causing than objects and people that only some observers could see. Abuses of such an ability are numerous and easily imagined.
BUT... We already have ONE instance of this. Video. If one person has video turned on and one does not, they will each see the replacement texture differently. This isn't too usefull for games, however, unless somehow the server of the video could restrict or redirect what stream is seen by client IP.
Now... It's said that HTTP is coming to prim faces in the near future. Here's a BIG opportunity for game makers if all works out right. The same IP-switching I mentioned for video serving (which isn't supported by most video server software, as far as I know) CAN be done from a web server. It's done all the time... You and I are both looking at this page, but only I will see the EDIT button on this post.
With HTML on a prim, I think we'll finally be able to provide information that is unique to the viewer.
Of course, this is asuming that Second Life's servers just send out the URL to each client, and they contact the web server, download the HTML, and render it to a local texture... Just as the quicktime streams are handled. If instead, the servers at Linden Lab fetch the HTML, render it, and send out the texture to every client... This won't work. But that's a far less efficient method, so I'm not too worried.
"Give us HTML, and... We'll make some cool games."