9 minutes ago, swiftcoder said:A number of those seem cultural, rather than absolutes. You may find that someone trained in music theory in say, China, or Ghana, disagrees strongly with Western notions of harmony and rhythm.
Those conventions also tend to very centred on singular cultural tradition. Hell, Western literature critique is having trouble comparing male/female narratives, let alone narratives from other cultures.
All this to say, I think the same applies to game design. Attempting to define a single, global taxonomy of what constitutes "good" game design is... doomed to failure, either by bogging down in definition, or by producing a definition that is exclusionary to some portion of the audience.
I think you're right here. One thing I am seeing now is that any critique or analysis has to be very specific or very simple to hold. For music, for instance, I don't imagine in any culture one note played over and over has ever been considered music, but you're absolutely right with respect to culture and harmony. I think you CAN find limits, but they all tend to be in the extreme (e.g., randomized note arrangement) but that then leaves us with what? An upper bounds for the question, maybe, but nothing more insightful. Fiction I think suffers the same phenomena. ("I woke up and got out of bed" I'd wager is probably a story in no culture.)
Even if we talk mechanical design, we have to be narrow and specific. Rules for wings and wheels are not the same, and while this is entirely obvious now, there was a time in the past when it wasn't. In game design we seem to have general conventions we follow without entirely knowing why they work, with an often hideous amount of risk involved in varying the "special recipe" in any significant way. Success seems highly dependent on luck and the mood of the audience that moment. Maybe that's actually all there is with games, and we'll learn nothing unless we're highly specific ("portrait painting" rather than "painting", "noir fiction" rather than just "fiction" etc.)