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What are the elements of playabilty?
I just pulled the following quote off r.g.design (great group BTW
Travis). Its a good line, a fairly decent test I think of the ongoing
playability of any game system (ie how well does it keep the player
intrigued with the process of play as versus the goal of play):
>From: Darren Reid <shokwave#nbnet,nb.ca>
>Newsgroups: rec.games.design
>Subject: Re: What are the elements of playabilty?
>Date: Wed, 18 Jun 1997 11:21:34 -0300
>Mark Thomas wrote:
>> I would refine this a bit and say freedom to do things that *matter*.
>> Nothing is more frustrating than having to make a bunch of choices
>> that don't have an effect on the game as a whole.
>I held off for as long as I could because I often post this quote in
>reply to questions of this nature, but it seems like a good time to
>pass on the words from the master again:
>
>"A good game is a series of interesting decisions. The decisions must
>be both frequent and meaningful." -Sid Meier
>-Darren
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] META: Making the list public?, (continued)
- What are the elements of playabilty?,
clawrenc clawrenc#cup,hp.com, Wed 16 Jul 1997, 09:58 GMT
- Docs uploaded,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 15 Jul 1997, 11:37 GMT
- coord-based recap?,
Huibai ashen#pixi,com, Mon 14 Jul 1997, 13:39 GMT
- Re: [MUD-Dev] Virtual Chemistry,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 14 Jul 1997, 13:04 GMT
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