View Single Post
Old 03-03-2009, 05:02 PM   #1
Solecismic
Solecismic Software
 
Join Date: Oct 2000
Location: Canton, OH
Pushing and Pulling

There's been considerable discussion recently about the role of "pushing" information in text-based computer games.

Pushing is when the game uses some mechanism to deliver interesting information. Pulling is when you have to use the game's normal interface to find interesting information on your own.

An example would be when a running back reaches 10,000 yards rushing in his career. With a push mechanism, you'd see that right away with an email or an important news highlight box. With a pull mechanism, you'd have to watch for events like that on your own.

I like the idea of adding more push to Front Office Football games. But how much is the right amount? A note when Fred Taylor hits 10,000 sounds great to me. Notes when every running back hits 5,000? Getting annoying.

There's a balance here. A little bit of push sounds, to me, like a great thing. Too much could ruin the game. Configurable push may be worth the extra effort, if the balance is similar for most.

For me, the beauty of this type of game is in the imagination. I've always liked taking the time to pull information from a game, deciding what's important on my own, depending on my mood at the moment. I don't play games to sit back and be entertained, like Sportscenter. Others may feel differently.

One feature needs to happen in future versions, however. No player can get away with dissing Elisha Cuthbert. And for those lifetime suspensions, I'll need to introduce a new form of push.

Solecismic is offline   Reply With Quote