Bad Game Designer, No Twinkie?
Thanks to Globe News for their interview discussing game design pitfalls with Ernest Adams, columnist at industry site Gamasutra, in relation to a recent Toronto game design lecture. Adams' talk, called 'Bad Game Designer, No Twinkie', has the premise that "whenever game designers add an annoying, sloppy, illogical or cliché game design element, they are denied the junkfood they love so much", and in the interview, Adams also laments the inherent difficulties in making games: "If you imagine what it would be like if you had to invent a new projector for every movie, that's what it is for game development", as well as gaming award shows, which he says "...tend to confuse the difference between technological achievement and aesthetic achievement."
There are lots of good games that were not terribly commercially successful. However, there are no bad games that are commercially successful.
What the hell? Is this guy actually claiming that Enter the Matrix (which was very successful commercially) was not a bad game? What about Black and White?
There has been a long, long list of games that were steaming turds and yet sold very well at retail.
ZFS: because love is never having to say fsck