Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: shade@dragonshadow.com (Scott Cartier) Newsgroups: scee.yaroze.freetalk.english Subject: Re: What is Gameplay... Date: Mon, 20 Sep 1999 23:55:16 GMT Organization: SCEA News Server Lines: 15 Message-ID: <37e6c696.367049748@news.scea.sony.com> References: <1dy2bsg.3sru775gi5s0N@a1-88-131.a1.nl> <7s66ei$dm14@scea> <7s6eqn$733@chuka.playstation.co.uk> NNTP-Posting-Host: vmlabs33.vmlabs.com X-Newsreader: Forte Free Agent 1.11/32.235 >All these answers are really what each person looks for in a 'good' or 'bad' >game. Surely, they're not definitions of what *gameplay* is, are they? Definitions, no. But, they are *examples* of good/bad gameplay. Suppose I ask someone to define the color green. The only way they could do so is by citing examples: leaves on a tree, grass, etc. (Okay, technically you could say it's light that has wavelength between X and Y, but that wouldn't be a very pratical answer.) I think examples are a perfectly reasonable way of conveying what comprises gameplay. Scott (a different one)