Hi Dark,

Responding below:

Dark said:
interesting thoughts, however one fact which distinguishes those games from
a lot of computer games is that they are exclusviely uniquely social events.
(end of quote)

Agreed, however, the question was about the nature of good game design
versus mere popularity and crowd appeal.  I submit that while these
games are social events, they are social events precisely because they
incorporate good design.  Many early computer games, such as Pong,
Space Invaders, etc also had a social aspect.  You could go play them
solo, but it was more fun to have four friends hanging over the
console screaming encouragement or cursing your fate if you were
beating their high score.  Many online games, while they do not
provide the active one-on-one experience of a chess game or monopoly
game in the real world do provide a certain level of social
interaction.  I think you're sort of undermining your initial point
here with your counterargument.

Dark said:
Until the invention of computers that could act as human opponents, all of
those games required people to get together.
(end of quote)

Well, not strictly true.

One can play chess problems which is essentially solo chess from a set
position.  One can also play Scrabble against oneself by logging as
high a score as possible then competing with yourself.  However, point
granted.

Dark said:
There is a very big difference between a game played face to face with your
friends and a game played at odds, even across the internet. This is one
reason why, though I love games like muds or browser rpgs or games like
entombed that give me a huge world to explore and a character to play, I
have no interest in rp on the internet. To mye, roleplaying via text chat,
mud character actions etc, particularly when there is no human gm to
interact with your characters, insert npcs and give you an over all plot is
just a poor second best.
(end of quote)

Agreed, if you're searching for a replacement for the human experience
usually found with friends, in a social setting.  If you are looking
for a semi-rp experience that can approach such things, they are
worthwhile.  Just as playing chess against a computer player is not as
satisfying.  Again though, point granted.  As a habitual tabletop GM I
enjoy muds and online rpg just to be on the player end of things, but
you are right it's not the same.

As to the rest of your points about social event versus computer game,
and why one type of mechanic succeeds over another, I think you have
made the point yourself, and where you failed to make it, Kara made it
for you:

1.      The game demonstrates good game design or:
2.      2. The game is popular because a number of people push it either
socially, through marketing, or by buying it over other titles with
more interesting mechanics.

I think Supermario succeeded over some other titles because of two
facts: it was extremely whimsical so you didn't have to care about the
characters, but if you wanted to, there was a story (no matter how
inane).  Second, the game mechanics were very simple, and it was
friendly to a wide range of players from kindergarteners to those of
an advanced age who showed an interest.

It demonstrated, essentially, several of your points about good design:

1.      Characters and a storyline.
2.      2. A world to explore.
3.      3. Unique challenges.
4.      4. Simple mechanics.
5.      5. Presented a challenge.

I submit that the reason why it became so popular was that while it
initially generated good sales, Nintendo continued to push it by
including variations, new versions, sequels, and the like as free
games with later releases of their consoles.  It was ubitquitous
because it was marketed as a first game.  Add merchandising in the
form of cartoons etc, and it is easy to see how it gained traction.

Why other titles flopped is harder to explain, and I think perhaps if
we take your criteria and applied them we might find issues.  It's
only a guess.  My points about Monopoly and company is just that I
think they are popular for a variety of reasons both
merchandising/push and in terms of good game design despite their
flaws.  Finally, Chess of course is a special case, as is Snakes and
Ladders, since both evolved from Medieval games, but Monopoly,
Scrabble, and to a lesser extent Sorry, all appeared in eras where
board game competition was less sophisticated in some ways.  While
there were multiple versions of Monopoly style games in play in the
early 30s, the guy who designed Monopoly (Charles something starting
with a D but the name is eluding me at the moment I wanna say Darrow
but that looks wrong) arrived with a good design at the right time and
sold it to the right company.  Parker Brothers pushed it hard and
regularly, and it has gained traction.  The Game of Life is an example
of a game with a rediculous premise that is popular, but I don't
understand why except by applying the common characteristics I
outlined in the last message.  Anyway, thanks, good rebuttal,

Take care,

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

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