[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




More information about the Design mailing list