So just on Game Design in general... There is so much worth reading on Raph Koster's site (www.raphkoster.com). Here's a transcribed talk from Damien Schubert that I find myself going back and reading now and then. It's a bit dated, but mostly still relevant, and I don't agree with everything (in fact, I have a difference of opinion regarding a lot of his conclusions) but it's all still very worth the read. http://www.raphkoster.com/2006/09/08/agc-damion-schubert-moving-beyond-men-in-tights/
Just be careful, if you find game design interesting, Koster's site can be like Cracked or TvTropes. Maybe set an alarm or something...
Agreed, it is well worth a read. The thing is, as you yourself noted, you sometimes have a difference of opinion. The thing is, neither side is necessarily wrong, it just depends on what point of view you are taking to it.
The last link that you put, I *do* agree with the most part. And for all the crap that The Vision gets, if you don't stick to what you believe in (or at least find ways to alter The Vision so that it works "better" for what people need) then you will just end up with a hodge podge of idea's that don't actually work together.
Another great article by Ralph Koster:
https://www.raphkoster.com/2018/03/16/the-trust-spectrum/
It’s about how to design a game with long-term appeal, by planning a “trust spectrum”. Basically, the beginning of the game should let players do things without much dependency on others. That’s the low-trust end of the spectrum. But have activities that require more trust and interdependence. At the highest degree of trust, players will be totally dependent on each other. A great game will ease players in on the low trust end and let them grow into the high trust relationships. Covering the trust spectrum encourages long-term player retention.
I’m not doing the thesis justice of course. Go read for yourself.
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Ah... The Vision. I remember that, but it was in EverQuest. The poor abused rag.
Be Well!
Fireheart