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When does the system "work"?
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<blockquote data-quote="Irlo" data-source="post: 8602852" data-attributes="member: 7028372"><p>Makes sense. I certainly meant what I said:</p><p></p><p></p><p>Looking at design intentions and implementation is important. And it's not everything. Games are played by groups of people, and I think the experience of those people is as important as a game designer's intentions. </p><p></p><p></p><p></p><p>I haven't seen vehement opposition to analysis, but I haven't looked for it. I'll take your word for it. </p><p></p><p>Groups of gamers don't have a unified or consistent desired game experience. Game #1 might work very well to provide Experience A, and Game #2 might work very well to provide Experience B, while Game #3 works moderately well with some patches to provide both Experiences A & B at the same time to the same group. So one might say that #3 doesn't work as well or that it doesn't suit the <em>players</em>, when it actually does suit the <em>group</em>. </p><p></p><p>I suppose that we have to consider that the designer's <em>intention</em> might be to provide an adequate balance of experiences to appeal to a wider-range of players and thus better facilitate group play, and that we determine if a game works by finding if that intention is met. But I don't think you'll find that answer in an analysis of game technology in the absence of an analysis of group dynamics and play.</p><p></p><p>Thanks for your thoughtful response.</p></blockquote><p></p>
[QUOTE="Irlo, post: 8602852, member: 7028372"] Makes sense. I certainly meant what I said: Looking at design intentions and implementation is important. And it's not everything. Games are played by groups of people, and I think the experience of those people is as important as a game designer's intentions. I haven't seen vehement opposition to analysis, but I haven't looked for it. I'll take your word for it. Groups of gamers don't have a unified or consistent desired game experience. Game #1 might work very well to provide Experience A, and Game #2 might work very well to provide Experience B, while Game #3 works moderately well with some patches to provide both Experiences A & B at the same time to the same group. So one might say that #3 doesn't work as well or that it doesn't suit the [I]players[/I], when it actually does suit the [I]group[/I]. I suppose that we have to consider that the designer's [I]intention[/I] might be to provide an adequate balance of experiences to appeal to a wider-range of players and thus better facilitate group play, and that we determine if a game works by finding if that intention is met. But I don't think you'll find that answer in an analysis of game technology in the absence of an analysis of group dynamics and play. Thanks for your thoughtful response. [/QUOTE]
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