*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 06:05:49 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: 1 2 [3]
Print
Author Topic: We Need a Term  (Read 3290 times)
Josh Roby
Member

Posts: 1055

Category Three Forgite


WWW
« Reply #30 on: August 29, 2005, 09:59:53 PM »

Keith -- awesome.  Please keep us informed!

Eero --

I concur on 'Collectible' instead of 'Encyclopaedic' -- it turns the drawback into a feature, which is patent marketing.  I'm not sure about 'Complete' instead of 'Capsule' since I'm sure a lot of corper publishers would like to market their games as 'Complete' (and in fact already do).

On the other point, I'm sure there is a worthwhile conversation to be had about open-loop and closed-loop games, and the means by which we pursue these goals in game design.  In fact I'd like to participate in that conversation.  It's just not what I started the thread to define.  Games are more than just their manuscripts and conceptual frameworks -- although those parts are certainly important! -- but they're also manufactured artifacts used by people.  We can't ignore that physicality because it does have a very real impact on game design -- both conceptually and in terms of manufacturing.
Logged

Larry L.
Member

Posts: 616

aka Miskatonic


« Reply #31 on: August 29, 2005, 10:13:04 PM »

I'm a fan of using "fun RPGs" and "crap RPGs." That's really begging for loud, unconstructive arguments, though.
Logged

Pages: 1 2 [3]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!