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Brave New Entry: "Brave New Economy" [BETA v.1.0]!

The official Game Chef discussion archive for the 2005 and 2006 seasons
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Brave New Entry: "Brave New Economy" [BETA v.1.0]!

Postby Mark Bravura » Fri Mar 17, 2006 3:38 pm

Like a spiritual journey in which you find yourself realising that you didn't know you were lost... ;~D

I would most greatfully appreciate any and all feedback. My deepest gratitude, up front!



M.B.
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Postby kleenestar » Fri Mar 17, 2006 5:23 pm

Please don't take this the wrong way, but I can't tell if this is meant to be serious or a tongue-in-cheek parody.

If it's a parody - kudos! You hit the tone of internet marketing buzz perfectly.

But I'm going to assume you mean it seriously, in which case my big concern is this just doesn't sound like fun. It sounds like work to me. What am I actually doing as a player that I wouldn't do if I just wanted to start a web-based business? What is the story that I am telling?

I can't tell if this is out of paradigm, or if it's so cutting edge that I'm totally lost. But I can't see how this could be called "playful," and that would be my number one concern.
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Postby Mark Bravura » Fri Mar 17, 2006 5:42 pm

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If it's a parody - kudos! You hit the tone of internet marketing buzz perfectly.

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Thak you for your observations. Yes, this System was created with a "tongue-in-cheek" zeal. Frankly, e-marketing is far too over-rated on the Web!

M.B.
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Postby Mark Bravura » Fri Mar 17, 2006 6:02 pm

The "Ultimate Goal" of Brave New Economy [other than good ol' fashioned parody!], is to inspire people who have envisioned their own Web venture, but are not sure what it actually takes:

To give them a "safe haven" to kick their entrepreneurial ideas around in an objective, low-risk game enviroment- without all the phreakin' E-marketing hype that seems to run amok on the Web! ;~D

M.B.
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Postby kleenestar » Fri Mar 17, 2006 6:31 pm

So maybe you should think about how to amp up the game elements - because right now it seems like there is very little narrative to the game, and the only way to "score" is to actually have a successful product. How can you downplay the risk of actually creating a product, and allow people to make risky decisions for in-game reasons that will be satisfying even if their product fails? What satisfaction is there in play other than in, well, working on a project?

I think the idea of trying to make a project process game-like is actually quite interesting, but I'm not sure you've managed to make it fun or playable yet . . . . I want to know what the rules are that *aren't* just the rules of business!
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Postby Mark Bravura » Sat Mar 18, 2006 2:07 am

You were absolutely correct. I took heed and made a clean revision- thank you!

M.B.
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