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November 19, 2005

Topic for Discussion - How Important are Designer Tastes?

A recent post in our forums mentioned the importance, when designing an erotic game, of making something that can turn you on ("you" being the game designer). This seems a reasonable baseline; if you can't arouse yourself, how can you expect to do so for your audience?

However, this can easily be taken to logical extremes, where the designer's personal preferences end up overriding common sense; the result is a game that turns on the designer and no one else.

There must be a happy medium, where the designer's tastes play a role in the design of the game along with other inputs (focus testing, research on human sexuality, market studies, etc.). Would anyone like to try quantifying what the right mix is, in order to craft an erotic experience for a reasonably large portion of the target market of a game?

Posted by IanSchreiber at November 19, 2005 03:02 PM | Discuss this post on our forums

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