Greetings, GBATemp. I was thinking about motivation in game design recently. Often, it's the sort of thing that separates a game like Call of Duty from a game like Serious Sam or Painkiller. It's what separates the yearly edition of Madden from Bayonetta. Essentially, money against vision. (As you might be aware, the two conflict often, because what is marketable isn't necessarily what is good for design.) I was also thinking that there might be a way to gauge this sort of thing. A scale from 1-100 (including decimals) weighing design goals against marketing goals. The Purity Principle, however, can NOT divine whether or not a game was/will be/is good. It is merely a gauge of motivation, an impression based on previews and the legacy of the title they are producing. Purity Principle scores have to come with a thoroughly thought out article, written as detailed as a preview with each individual design element and motivation carefully considered. However, some marketing goals can coincide with design goals. When the two do not contradict, the purity level rises. For example, the Serious Sam games are marketed based on their frantic, fun gameplay and solid wave-based design. What do you all think? I believe careful consideration needs to be given to every aspect of the design goals, as well as varying opinions and purity principle scores given before a metacritic-like final score can be achieved.