[MUD-Dev] DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...]
John Buehler
johnbue at msn.com
Wed Aug 17 17:07:35 CEST 2005
Michael Sellers writes:
> Nick's data is excellent. It's really no surprise that more women
> don't play games, given the narrow, achievement- and
> aggression-oriented focus we give to those that reach the market.
> When a game that values relationships or immersion over
> achievement (e.g., The Sims) does hit the market, people are
> astounded at how well it does... and then go back to making what
> they were making before.
You'll get no argument from me on any of this. I was debating the
point with Cruise, who seems to have lost interest in the exchange.
I was trying to underscore the limitations of the "classic male
core-gamer aesthetic" and to observe that there are many more ways
in which people are entertained. The word "game" seemed to be a
sticking point in that exchange.
I suspect that replacing the words "game" and "player" with "park"
and "customer" would encourage a mindset that would naturally
include more varied types of entertainment in the online experience.
That, or attract more designers to the space that already possess
that mindset.
Is the web ready for online parks with customers? I have no idea.
So many issues. Typed conversation, anonymity, mouse and keyboard
fiddling, ergonomic issues, etc. So many things inhibiting desire
by mainstream America to be online, experiencing much of anything.
JB
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