Subject: Re: Is it a toy or a game? Date: Sun, 13 Jan 2002 23:42:56 GMT From: "Brandon J. Van Every" Organization: EarthLink Inc. -- http://www.EarthLink.net Newsgroups: comp.games.development.design "Gerry Quinn" wrote in message news:QBd08.26286$8s4.126092@news.indigo.ie... > In article , "Brandon J. Van Every" > > Therefore: Toy + Created Scenario = Game. I'll buy that. Maybe I'll start to relax about my game development headaches if I just concentrate on the "nuclear annihilation toy" aspect for awhile. > When you think about it, creating a scenario or mod for any game is game > design (you can say there is high-level programming involved if you > wish). A computer game is one that comes with a full set of > predefined scenarios. A computer toy is one that comes without such a > set. Some products are ambiguous. > > Should we divide game design into "toy design" and "game design"? I > think that would be reasonable, though there is no clear or precise > separation. Those building a 3D engine are working on the toy. Those > designing levels and writing a storyline are working on the game. > Interestingly, game physics and the player's enjoyment in manipulating > them live on the toy level. Well, I suppose there's an aesthetics and tactility at that level. I could design big fiery mushroom clouds, and it could be gratifying to hurl missiles across the planet and set them off. This seems like an art/programming challenge, not a game design challenge. Once the game designer gets ahold of the toy, perhaps he uses the aesthetically enjoyable bits as rewards. Maybe he rations the rewards, so that the player doesn't blow his enjoyment wad in the first half hour of a game with an expected play life of 40 hours. -- Cheers, www.3DProgrammer.com Brandon Van Every Seattle, WA 20% of the world is real. 80% is gobbledygook we make up inside our own heads.