[MUD-Dev] Metrics for assessing game design
hart.s at comcast.net
hart.s at comcast.net
Fri Jul 18 20:53:30 CEST 2003
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.
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