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What does Videogamey mean to you?
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<blockquote data-quote="Chrono22" data-source="post: 5107174" data-attributes="member: 86638"><p>Videogamey...</p><p>Electronic games that adhere to a design have reasons for having (or lacking, or supporting) features that aren't related to the user's enjoyment. This could be due to budget limitations, platform limitations, time constraints... but it can also be associated with the game's "image" or function. This isn't bad- it's a reality.</p><p>A big problem many electronic games have (obligatory IMO), is that the designers and developers confuse form/function/purpose. By form, I mean what the product is in a general sense. Function is how the game is supposed to work. Purpose is the objective of play. When developers confuse purpose with form, they fail to recognize the underlying reasons for why people are using their product. This opens up the possibility of making a product that is superficially similar to the form of other games, but may not have the same appeal *cough*Dante's Inferno*cough*.</p><p>Confusing function with purpose opens up the risk of overemphasizing the reward parts of a game to the detriment of the excitement of the user. Using a super awesome mega attack stops being so super and awesome after the hundredth time or so. Instant gratification is less satisfying than achievement.</p><p>Confusing purpose with function is pretty much the worst in my view. It's being unable to see the big picture in what and how a game is played. It would be like saying the Indy 500 is about going in circles.</p><p>So, yeah, "videogamey" is associated with what are in my mind the unappealing aspects of electronic game design. Since alot of the issues that give rise to these problems don't exist in PnP RPG design, my calling a PnP RPG videogamey is in fact a very negative statement about that system.</p></blockquote><p></p>
[QUOTE="Chrono22, post: 5107174, member: 86638"] Videogamey... Electronic games that adhere to a design have reasons for having (or lacking, or supporting) features that aren't related to the user's enjoyment. This could be due to budget limitations, platform limitations, time constraints... but it can also be associated with the game's "image" or function. This isn't bad- it's a reality. A big problem many electronic games have (obligatory IMO), is that the designers and developers confuse form/function/purpose. By form, I mean what the product is in a general sense. Function is how the game is supposed to work. Purpose is the objective of play. When developers confuse purpose with form, they fail to recognize the underlying reasons for why people are using their product. This opens up the possibility of making a product that is superficially similar to the form of other games, but may not have the same appeal *cough*Dante's Inferno*cough*. Confusing function with purpose opens up the risk of overemphasizing the reward parts of a game to the detriment of the excitement of the user. Using a super awesome mega attack stops being so super and awesome after the hundredth time or so. Instant gratification is less satisfying than achievement. Confusing purpose with function is pretty much the worst in my view. It's being unable to see the big picture in what and how a game is played. It would be like saying the Indy 500 is about going in circles. So, yeah, "videogamey" is associated with what are in my mind the unappealing aspects of electronic game design. Since alot of the issues that give rise to these problems don't exist in PnP RPG design, my calling a PnP RPG videogamey is in fact a very negative statement about that system. [/QUOTE]
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