[MUD-Dev] Continuity of experience in movies

eric ericleaf at pacbell.net
Thu Jul 11 12:32:47 CEST 2002


From: "Matt Mihaly" <the_logos at achaea.com>
> On Thu, 20 Jun 2002, eric wrote:
>> From: "Matt Mihaly" <the_logos at achaea.com>

>>> I don't see anything inherently wrong with linear games, or with
>>> deciding you wish to restrict how your audience views your art.

>> Nothing, as long as you know that "restrict how your audience
>> views your art", really means restrict your audience.

> There isn't a game either made or theorized, by anyone, that does
> not restrict your audience. Further, saying that restriction is a
> bad business model is a bit off. Movies restrict how you interact
> with them. They do quite well. Books restrict how you interact
> with them. Amusement parks restrict how you interact with them.

Well naturally, any "thing" is restricted in some sense. But if I
wrote a book in Klingon I would be restricting my audience even more
than books already restrict. The original topic I think was that DVD
that didn't have chapter headings, which still seems to me to be
just a UI flaw. Did it prevent fastforward? So I could just skip
parts of the movie and the original goal of the director was
subverted.

However, I've theorized games that didn't restrict their
audience. With only one exception, cost, cost of the product would
be the only restriction.  Can't see how to get around that in any
sense, that is as long as the bulk of our living world exists in the
real world.

>> The value and importance of art is the *art*, not the
>> artist. They are very often connected anyway, thats just how our
>> society works,

...

>> been reading, and then she went on to say I was wrong and that it
>> meant X. It was humorous to me then, and still humorous to me
>> now.

> What does a good busines model have to do with art?

Hmmm, art isn't a good buisness model.



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