January 2008
- no levels / temporary levels Timothy Dang
- no levels / temporary levels Sean Howard
- no levels / temporary levels Chris Laponsie
- no levels / temporary levels cruise
- no levels / temporary levels Peter Harkins
- The Illusion of World Size (Was: Player Choice - How Much is Too Much?) Christopher Lloyd
- [Design] Non-cliche content creation Mike Rozak
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Damion Schubert
- [Design] Non-cliche content creation Mike Rozak
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Damion Schubert
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Joshua Clausen
- [Design] Non-cliche content creation Richard Boehme
- [Design] Non-cliche content creation Joshua Clausen
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Richard Boehme
- Specialization Damion Schubert
- Specialization Sean Howard
- Specialization Damion Schubert
- Specialization Sean Howard
- Specialization Damion Schubert
- Specialization Raph Koster
- Specialization Sean Howard
- Specialization Raph Koster
- Specialization cruise
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Michael Hartman
- Specialization cruise
- Specialization Sean Howard
- Specialization Roger Hicks
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Justin Coleman
On Tue, May 13, 2008 at 10:28 PM, Michael Hartman
<mlist@thresholdrpg.com> wrote:
> Please, resist the temptation to make completely ridiculous analogies.
> Successfully obtaining an education is of far greater importance than being
> successful in a game. Games have winners and losers because that is part of
> the whole point of playing. The point of getting an education is to learn.
That's odd. I thought the whole point of playing was to have fun.
Isn't that part of the definition of "game"?
I have a hard time reconciling the Gore Vidal quote "It is not enough
that I succeed. Others must fail." with good game design. Is it fun to
fail? Is it fun to know that other people are allowed to do things
that you are not? Is it fun to be, in essence, punished for your
choices?
If a game consists solely of putting a ball into a hoop, is it
absolutely required for others to fail for that game to be fun to you?
Is it not enough to be satisfied with your own success?
Competition can be a good thing in moderation, but it shouldn't be the
whole point of games in general, nor should it be required in every
game.
-Justin
- Specialization Fred Pseudonym
- Specialization cruise
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Victor Pellen
- Specialization Peter Harkins
- Specialization Michael Hartman
- Specialization John Buehler
- Specialization Sean Howard
- Specialization cruise
- Specialization John Buehler
- Specialization Sean Howard
- Specialization Timothy Dang