[MUD-Dev] Metrics for assessing game design

Matt Mihaly the_logos at achaea.com
Sat Jul 19 16:40:38 CEST 2003


On Fri, 18 Jul 2003 hart.s at 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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