[MUD-dev] Fun in Games

John Szeder john at characteroxygen.com
Wed Apr 10 01:05:27 CEST 2002


From: Paul Schwanz [paul.schwanz at east.sun.com]

> I really enjoyed my time at GDC this year.  I especially enjoyed
> getting to meet so many of you at the MUD-dev dinner and the BBQ.
> My biggest regret is that time didn't allow for face-to-face
> discussions with everyone, but what conversations I did have were
> quite informative and profitable.  Of these, perhaps the most
> interesting were my conversations with Dave Kennerly (Nexon), whom
> I found to have a level of intelligence and experience belied by
> his quiet demeanor and youthful appearance.  It is, therefore,
> with deep respect and humility that I wish to challenge something
> that he said and that I've heard echoed elsewhere around the
> development community.

> Really, my goal here isn't to prove the statement wrong.  I doubt
> I could accomplish this even if I wanted to do so.  Moreso, I'd
> like to see the idea discussed and expanded and perhaps offer a
> different perspective.  As I recall (and please feel free to
> correct me if I've totally missed the core of the concept), the
> statement went something like this:

>   "Fun is the primary and key component of games."

To me, it depends on the game, and on the person.

  "Realism is the primary and key component of games."
  "Challenge is the primary and key component of games."
  "Community is the primary and key component of [online] games."
  "Conflict is the primary and key component of games."

I can picture specific people thinking of their favorite style of
games, and each would probably say something from the above list.

Are the Olympics fun?

  "Victory is the primary and key component of games."

How about Casinos?

  "Profitability is the primary and key component of games."

Personally, I would generalize that statement to be:

  "Emotional involvement is the primary and key component of games."

--
John "Who stole my key in the game? That's no fun." Szeder

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