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The game designer must remember that the ultimate goal is fun for the ''player'' -- not fun for the designer, or (in ComputerGame''''''s) fun for the computer. This rule comes from ["Sid Meier"], by way of ["Better By Design"], December 2002. ["Warren Spector"] in ["Game Design: SotS"] as similar comments about AI - and by extension, game systems. These things are "[...]there to to '''challenge players, not defeat them''', to make them sweat but, ultimately, to make them feel cool and powerful." (emphasis mine) In the same book, ["Jean-Francois Malouin"] suggests "fun over realism" - sometimes it enhances the game to take things over top instead of have a realistic reaction. ---- CategoryGoodIdea | CategoryNeedsWork
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