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Towards the end of the graph, the rate of fun factor acceleration begins to decline a bit. I think that at some point in the development resources vs. fun factor relationship, you start to lose the effect that dollars give you because, at least in my opinion, the difference between a 90 to 100 on a review scale is a bit bigger than 80 to 90 is. So at some point, you lose the benefits of the additional resources as they become more expensive to raise the quality of the game from the perspective of fun factor.
Tomorrow we are going to get into the part where OSers really should start to care, realism. But for today, what do you think about Fun Factor? Do you think at some point it becomes harder and harder to make a game more fun? And is it even possible to measure such a subjective form of measurement? Let's discuss!
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The difference is, though, that game developers are asked to put out a product every year. This means, of course, that their resources can allow them to keep putting in more fun, even if the rate in year 10 is less than that of year 2. But even at that, they can use their previous years' work as a base, so they have a launching point.
If they were starting from scratch every year, it would be hard to rationalize reaching for the end of that graph. But, the way the cycles run, it's obtainable if they get a good base and don't have to go back and keep fixing previous screw-ups (I'm looking at you, NBA Live).