[MUD-Dev2] [DESIGN} Who to design for?

Caliban Darklock cdarklock at gmail.com
Thu Jun 7 02:01:19 CEST 2007


On 6/1/07, Sean Howard <squidi at squidi.net> wrote:
>
> At some point, you've got to realize that you've stretched
> this anti-complexity argument to the point where you no longer have any
> ground left to stand on.

Excuse me, but this is not and has never been an anti-complexity argument.

Your position is that because casual gamers have been known to buy and
play very complex games, the complexity of your game is not important.

My position is that every casual gamer considers the complexity of a
game as part of the buying decision. While a high degree of complexity
in and of itself will not prevent casual gamers from buying and
playing your game, it is still a detractor that must be offset by your
game's other positive qualities - and it therefore becomes VERY
important that you consider the complexity of your game as part of the
overall picture, and mitigate the chilling effect it might have on
casual players with other design factors. This cannot be done after
the fact; it must be part of the overall design process.

> Natual or not, harmony is harmony and it is the destination all
> designers must aim for.

I find that to be a very dangerous idea. Whenever someone decides
there's only one Right Way to do something, it almost never ends well.



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