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CoDzilla? Yeah Na Its CoDGFaW.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9893229" data-attributes="member: 6790260"><p>This isn't possible.</p><p></p><p>There's more I could've said to the rest of your post, but that's not possible.</p><p></p><p>You cannot design something without purpose. To even begin designing "a game" means you, necessarily, have purposes in mind. Inherently purposeless design is never good design. Now, purposeless <em>initial</em> design could be useful, in that if done correctly it is the designer's equivalent of various creative-writing exercises like the "<a href="https://en.wikipedia.org/wiki/Exquisite_corpse" target="_blank">exquisite corpse</a>" (linked if you are unfamiliar)--that is, something which can reveal an unexpected or unconventional purpose that would not have been revealed otherwise. But once you actually sit down to do the...y'know, <em>game designing</em>, it has to have purposes.</p><p></p><p>Rules are inherently teleological, and games are literally nothing <em>but</em> rules and players responding to them. Even Calvinball, notoriously anti-rule, is a game with rules and with a particular design purpose, namely, to view the rules themselves as the tools of play, much like certain parlor games ("Mao" comes to mind.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9893229, member: 6790260"] This isn't possible. There's more I could've said to the rest of your post, but that's not possible. You cannot design something without purpose. To even begin designing "a game" means you, necessarily, have purposes in mind. Inherently purposeless design is never good design. Now, purposeless [I]initial[/I] design could be useful, in that if done correctly it is the designer's equivalent of various creative-writing exercises like the "[URL='https://en.wikipedia.org/wiki/Exquisite_corpse']exquisite corpse[/URL]" (linked if you are unfamiliar)--that is, something which can reveal an unexpected or unconventional purpose that would not have been revealed otherwise. But once you actually sit down to do the...y'know, [I]game designing[/I], it has to have purposes. Rules are inherently teleological, and games are literally nothing [I]but[/I] rules and players responding to them. Even Calvinball, notoriously anti-rule, is a game with rules and with a particular design purpose, namely, to view the rules themselves as the tools of play, much like certain parlor games ("Mao" comes to mind.) [/QUOTE]
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