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Do players really want balance?
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<blockquote data-quote="DinoInDisguise" data-source="post: 9486681" data-attributes="member: 7045806"><p>It is flawed. But we have no other metric. There is this idea of Network externality, which shows us that popularity is perceived as a sign of better value by consumers. This is all circumstantial, and the counter arguments cannot be disproven as the end assessment of good or bad is subjective. But at least in this case we are interpreting observational evidence.</p><p></p><p> When we look at our alternatives for measuring game design quality we run into a sea of subjective-ness. Where not only is the interpretation of the evidence is subjective, but every other step of the process is as well. This is even a more flawed approach, as you lack the observational evidence as a starting point. You are just engaging in conjecture, instead of the above, where you are drawing a conclusion based on evidence.</p><p></p><p>So "flawed" might still be the "best" when the alternatives are blind conjecture and napkin math.</p></blockquote><p></p>
[QUOTE="DinoInDisguise, post: 9486681, member: 7045806"] It is flawed. But we have no other metric. There is this idea of Network externality, which shows us that popularity is perceived as a sign of better value by consumers. This is all circumstantial, and the counter arguments cannot be disproven as the end assessment of good or bad is subjective. But at least in this case we are interpreting observational evidence. When we look at our alternatives for measuring game design quality we run into a sea of subjective-ness. Where not only is the interpretation of the evidence is subjective, but every other step of the process is as well. This is even a more flawed approach, as you lack the observational evidence as a starting point. You are just engaging in conjecture, instead of the above, where you are drawing a conclusion based on evidence. So "flawed" might still be the "best" when the alternatives are blind conjecture and napkin math. [/QUOTE]
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Community
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Do players really want balance?
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