I really am too busy to blog much right now, on the account of having to put together a rough test version of Karta Machiton. But I do have the time for a short observation, inspired by Ville Vuorela, who graciously gave me some rather interesting pointers on computer game types as a comment on my earlier post about the games I consider significant. He outlines a solid model of how conforming to audience expectations is a key to commercial success in computer games. (Perhaps not the only key, but I’m ready to believe that it is a commonly followed and routinely successful principle in making games that sell.) The idea of tug-of-war between the publisher’s and designer’s intents is outright fascinating, I’ll have to think about that in more depth; as both principles A and B are obviously important, there might be some merit to having both defended separatively, even if I’m usually suspicious of compromise as a design tool. Read the rest of this entry »

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