[Design] Character Generation: Detail vs Opportunity Cost
David Cake
dave at difference.com.au
Wed Nov 16 06:00:46 UTC 2005
At 1:10 PM +1100 16/11/05, Curufea wrote:
>I shouldn't have typed that - it's inflammatory. Sorry.
>
>I am at cross purposes here as well - I define success as "a game
>that is good/fun/quality" not as "a game that makes lots of money".
>A game can do both - but it is rare. The money tends to be either
>spent on development, or marketting - not both.
I think its more about business models. Financially
successful games are often ones that tie you into a business model of
being fed new creative input to your game via a continuing stream of
supplements (cf. D&D, WOD, GURPS), for a game line that tries to
spread itself across a very wide range of creative territory. Its
harder to build a company on a game that doesn't lend itself to that.
Then the development and business stuff go nicely hand in
hand - D&D and WOD splat books are perfect examples of that.
Cheers
David
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