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27786: Re: [MUD-Dev] Metrics for assessing game design
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From: Matt Mihaly <the_logos@achaea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 19 Jul 2003 16:40:38 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Fri, 18 Jul 2003 hart.s@comcast.net wrote:
> Matt Mihaly wrote:
>> Well, I don't think it's a matter of not being able to analyse. I
>> think it's a matter of there being no such thing as an "ultimately
>> fun" game. The very idea of paradise misses the point. There can
>> be no paradise, no ultimate game, without specifying who the
>> paradise is for or who will be playing the game. The ultimately
>> fun game for me is almost surely not the same as for you or for
>> Nancy Reagan. In the end, I don't think it can be measured simply
>> because there is no common measuring stick.
> If games are a craft, there must be something to say about what
> works and what doesn't. This is what I took Adam to be doing in
> working toward a metric, anyway.
There is. Profit. =) I assume you're talking about a metric to
achieve profit though.
--matt
"The eyes are not responsible
when the mind does the seeing." - Publilius Syrus
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