I really can't agree with the notion that the mark of a good game is making money. The mark of a
successful game, maybe. Saying a product is good, in any industry, is generally considered an appraisal of its quality, not its popularity. It doesn't really matter if that appraisal is subjective, what it applies to should remain the same. Kind of a boring semantical thing, but whatever!
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For the record, I'm kinda with Kinto on this though - I believe games can be (and should be) more than just entertainment.
Back up! I think most games struggle to be
just entertainment, and should only realistically try to be an entertaining experience. Expecting art (or whatever the hell comes above entertainment but below art) is rather unfair to most creative people! Actual, FOR REAL art is really really really hard to do!
Back on topic, I seriously debate whether Korean microtransaction games qualify as decent entertainment. On the grounds that, for it to be a viable business for them, they would have to sell non-trivial elements of the game. But making non-trivial elements of the game available for purchase tends to either trivialise the game as a whole, or make it impossible to get any enjoyment out of them for free, so you end up being nickel and dimed for enternity trying to buy a complete experience that, if they're remotely intelligent about it, will be designed to never come.
And I don't like Halo that much! I just think it was deserving of it's success. Better Halo than God of War, I say!