On Mon, 2010-07-19 at 17:58 +0200, david blanchard wrote:
> > Well, there is no such thing as zero legal risk IMHO - especially with
> > new concepts such as Hackit's. And if we try to get rid of features to
> > try to reach that "zero risk", we'll just make the concept more empty.
>  
> [David] I cannot agree with that, because for me the game can involve strong
> statements, opinions, features, without any legal risk. The strength of our
> ingame concepts and the legal risk are two different subjects for me. Now
> it's true that if for our current game, we think that involving real web
> sites is part of the core feature - and I believe that - and that on the
> legal side the risk is acceptable then we should go for it.

Yes, that's what I meant - we are on an innovative concept, and this
doesn't go without any risks. Those risks are important, because if we
use that concept without taking the risks that go with it, we make the
game less interesting than it could be.

> > > For me, the question here lies on where we want to provoke reactions
> > : on
> > > the game itself and its content (second option), or on the way we
> > display
> > > this game and how users actually -in the real world- behave towards
> > > ownership on the web (first option).
> > 
> > Both! They are equally important, it's like trying to decide if game
> > design is more important than marketing or vice-versa. They both
> > contribute to the success of the game.
> 
> [David] Nope, I don't agree. I'm interested to make good games as a
> priority, and this is where the buzz should come from, before looking for
> external factors that create additional buzz. 

I'd like to agree - in a perfect world it's the way it would be. You
would just need to do good games to be noticed, and not have to rely on
luck and buzz. However, I don't think it works quite that way...

But I think we can keep that question unresolved for now - if we are
lucky enough to not need this, we won't have to ask ourselves this
question again. However, if we realize that we need to push the
communication a bit, we will have to come back to this point.

Xavier.

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