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| game/utopia design |
Posted 2006-09-07 13:55:13 by
Jim Crawford
I wrote this in a thread about whether all games should allow you to save anywhere on the QT3 forums:
“Optimizing your gain/work ratio is a fundamental part of human nature, and since games are inherently about essentially meaningless work and gain, it's up to the designer to figure out how to fake them convincingly. To satisfy our desire for the sense of accomplishment. Just giving us everything we ask for is not going to do the trick. Protip for utopia designers, too, huh?”
It hadn't occurred to me until now that game design is good practice for utopia design, but it really makes perfect sense. Games are essentially mini-utopias that you visit. I've heard lots of talk about how people don't really want what they say they want, about how people need conflict to be happy -- games put this theory into practice. Less talk, more rock.
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