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Moses Wolfenstein
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Thanks for another enjoyable article Tadhg. I continue to disagree with you on this "win" thing, but it might be semantic. I think of games as requiring end states, and I consider a win/loss binary to be one type of end state (one that is a key component of almost all competitive games, and many non-competitive ones as well).
To provide an example of a non win/loss end state, big narrative games like RPGs and Action/Adventure titles can characterized by end states of completion, and in some instances by varied outcomes. In the latter instance outcomes can be different without any of them constituting a loss for the player.
The crucial piece in this is of course the player's perspective on the gaming experience. I don't believe that most players who don't finish a game consider that to be a loss (although this could be empirically tested through some large scale survey work). Again this might be a semantic distinction on my part, but I personally find it to be one worth making.
Fun: Simple to Explain, Hard to Accept [Constants]
Game developers ask ‘what is fun?’ and academics often answer that fun is seemingly simple but actually fiendishly hard to explain. Everything is potentially fun and trying to encompass it all in one statement is impossible. When any debate becomes so wide, the intent of the original question ...
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Sep 21, 2011
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