A dozen fundamental rights that every game must respect
Ernest Adams has posted a "dozen fundamental rights that every game must respect" with regards to players. The list (which is reproduced below in short form) extends a conversation begun by blog Tea Leaves and [MC]Daschande with their own demands for certain inalienable rights.
The Right to Play
The Right to Win
The Right to Instructions
The Right to Feedback
The Right To Motivation
The Right to Make Decisions
The Right to a Swift Death
The Right To Control Cut-Scenes
The Right to Quit, Pause, Save and Resume the Game
The Right to Choose Not to Save the Game
The Right to Reconfigure the Input Device
The Right Not To Be Insulted
Is this stuff even on the right track? Does art have any obligation to provide its consumers with any of this? Marcel Duchamp's famous Nude Descending a Staircase (pictured here) caused a ruckus in 1913 because unsophisticated American art consumers at the time expected certain things of their art and this work confused them (Where's the nude?). Why should game designers be subject to any demands made on them by the unwashed gaming public?
If the game is good, it will sell. Isn't a game designer's own interest in seeing his game become widely played enough incentive for him to do what he feels is right for his game? If that means long, slow deaths and inescapable cut-scenes, then that's his prerogative.