Path: chuka.playstation.co.uk!debri From: debri@dds.nl (DEnnis Brinkhuis) Newsgroups: scee.yaroze.freetalk.english Subject: Re: What is Gameplay... Date: Wed, 22 Sep 1999 13:56:53 +0200 Organization: DEbri Lines: 26 Message-ID: <1dyhehx.1rzxpn1e97iquN@[194.171.204.57]> References: <1dy2bsg.3sru775gi5s0N@a1-88-131.a1.nl> <7s66ei$dm14@scea> <7s6eqn$733@chuka.playstation.co.uk> <37e6c696.367049748@news.scea.sony.com> NNTP-Posting-Host: 194.171.204.57 X-Newsreader: MacSOUP 2.3 Scott Cartier wrote: > >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) I think it's good to have a fair idea of what gameplay is. Compare it with movies.. They are build on a sertain base as well. It was not coincidence that Starwars became a big hit.. By knowing what to do, or maybe what not to do to generate gameplay, you can get a better view of making up a game.. DEnnis..