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Rules Heavy v. Rules Light experiment - is it feasible?
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<blockquote data-quote="Ourph" data-source="post: 2390677" data-attributes="member: 20239"><p>Well, I think most gamers would agree that playing the game is more fun than spending time looking up rules, so comparing Handling Time can tell you how much time, relatively speaking, you'll be spending doing the "less fun" stuff. But I agree that it's not an objective measure of "total fun" in any way. As I said before, it's also never going to be a good indicator of rules-lite vs. rules-heavy, because whatever value in seconds you decide defines rules-lite is still going to be totally subjective.</p><p></p><p>As with most sociological issues, even something as strictly defined as HT isn't particularly valid as a measurement tool because it involves measuring human behavior. Some people will detest looking up rules and will hurry through the process, others will take their time. There are so many variables any data you get is really just an approximation of an average of a guess (again, typical for sociology experiments).</p><p></p><p>The point of suggesting this as an alternative metric wasn't necessarily to say "Someone should do this experiment because the data would be valid." but rather to say "The original measurement suggested is extremely poor because it exposes itself to too many variables; here's another measurement that's (by comparison) much better, but even this measurement is next to useless as far as drawing any real conclusions from it about what a particular person's experiences with a game will be like".</p></blockquote><p></p>
[QUOTE="Ourph, post: 2390677, member: 20239"] Well, I think most gamers would agree that playing the game is more fun than spending time looking up rules, so comparing Handling Time can tell you how much time, relatively speaking, you'll be spending doing the "less fun" stuff. But I agree that it's not an objective measure of "total fun" in any way. As I said before, it's also never going to be a good indicator of rules-lite vs. rules-heavy, because whatever value in seconds you decide defines rules-lite is still going to be totally subjective. As with most sociological issues, even something as strictly defined as HT isn't particularly valid as a measurement tool because it involves measuring human behavior. Some people will detest looking up rules and will hurry through the process, others will take their time. There are so many variables any data you get is really just an approximation of an average of a guess (again, typical for sociology experiments). The point of suggesting this as an alternative metric wasn't necessarily to say "Someone should do this experiment because the data would be valid." but rather to say "The original measurement suggested is extremely poor because it exposes itself to too many variables; here's another measurement that's (by comparison) much better, but even this measurement is next to useless as far as drawing any real conclusions from it about what a particular person's experiences with a game will be like". [/QUOTE]
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