Name: G.I. Jonesy
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Posts: 2441
Location:
Posts: 2441
Counter-strike measures success by prize-money per-year, and by overall popularity. Quake, clearly, is unconcerned with popularity. For Quake players, it is purely a matter of critical acclaim. Although certainly, Quake players would also measure success based on prize-money. If Quake began measuring success by popularity, how would it change the game? Does more popularity automatically mean less critical acclaim?
Some games measure success by sales. Others, by having a solid multiplayer community. Today, we occasionally see games measured by competitive competency. In pro-gaming, or e-sports, a game must pass the competition standard. Hot, cold, sweet, sour... are they factors when testing a game for competitiveness? Possibly not, but occasionally, you see a player measured by their ability to get 'hot'.
In today's world, we have many technological advancements to assist with measuring. But, if you do not know what to measure, they are all worthless. Maybe we shouldn't measure any one specific thing, we should measure everything?
What do you think? How should success be measured? If we don't measure everything, can we understand what will work?
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It is important to measure everything. If you miscalculate one variable, the entire equation breaks down.