Baron Opal II
Legend
Well, in order to have a useful design goal of "approachable by a wide audience" you need to define those things and detail how you're going about doing that.Unfortunately, though, the same metric seems to be impossible to apply to other elements. Like I said, if your design goal is to be broadly approachable by a wide audience, then adoption by a wide audience is pretty solid evidence of achieving that goal. Now, whether that's a "good" or "bad" thing, whether broad appeal is a desirable goal is debatable, and that's where the subjective angle comes in.
For a more personal example, it's not good enough to say "improve outcomes in people with addiction issues at risk of endocarditis." How do you do that? What is something you can measure? How long do you measure it? How many approaches are you doing at the same time? What resources do you have and how many people can you recruit?
For making a successful game, it takes some research to figure out what people get out of it. How do the papers, pens, books, and dice interact to create a "fun" experience. How reproduceable is that? How many personality types can we appeal to? Is "personality" even that relevant? Lots of questions to ask and things to measure.
Thanks.But, it is very nice to see actual evidence being brough in, rather than endless anecdotes.