Started by Ron Edwards, January 09, 2011, 07:27:01 AM
Quote from: Ron Edwards on January 09, 2011, 07:27:01 AM1. My perception is that if you get off on the wrong foot with the Audience, then you don't have much chance to turn that around. When the others see you losing, they will most likely zip into different directions of delivery and content, putting you well behind even if you do the same when you get the chance later.
Quote from: Ron Edwards on January 09, 2011, 07:27:01 AMAnd even that might not be too bad (although it's not good strategy-game design), except that as far as I can tell, it doesn't look like any fun to lose at all. It looks kind of awful - pretty much a solid face-to-face judgment that "you suck." Maybe I'm being too wimpy in saying this, and the edgy, personal Hard Core Gamist priority does apply here. If so, then in future development, I urge making this clear from the outset.
Quote from: Ron Edwards on January 09, 2011, 07:27:01 AM2. I don't think there's any way to strive to win except to see someone else lose. In other words, you push and push to get the victory tokens, and let's say everyone else is pushing too ... and let's say everyone's pretty good! It seems to me that winning, in that context, isn't worth much. I mean, we could all hug because we were all so good, but as long as we're talking about a competitive game, I'd like to know what I can do, say in the final heat, to jack the competition into a new form which is itself uniquely winnable.
Quote from: Ron Edwards on January 09, 2011, 07:27:01 AM3. I am uncertain as to whether pleasing an audience can be a satisfactory first priority instead of pleasing yourself, creatively speaking. This is a major can of worms in theoretical terms, and although I think it's probably unresolvable in terms of personal motivations, it can be addressed in structural design terms, and assessed through playtesting.