Well yeah. It was in response to this after all:
It's more of a matter of semantic distinction, and further to what purpose should 'best' fulfill?
Today in philosophy class we talked about suffering. It was fun because Buddha. I pointed out some key things, and the class pretty much agreed with me that they do not speak of physical suffering, nor the magnanimous and altruistic suffering for others, both of which are not concerned with the self, and both of which can very well be noble and purposeful. In this way we demonstrated that not all 'suffering' is caused by human egocentrism, as the Buddha puts it, but it can be caused for human salvation. So, I'd like to say that Buddhists (most of them) have that hedonistic view that suffering is evil, their solution is to withdraw from the world through the eightfold path. Though they are not internally contradictory, it is incomplete and partial, though the methods are good for emptying oneself of the self (meditation, the religious practices), they do not serve to fill the self up with that magnanimosity, that love of others, and often serve as a mechanism through which the Devil and his minions ('evil') enter and fill the individual through demonic obsession or possession. I know that through suffering we can empty ourselves, offering ourselves to God, that we may be filled with his love and compassion, and that we may bring to other men The Good, so the means are not evil per se, and suffering is far from it.
Is it bad that I'm bad with examples?
Anyways, what is 'best'? Well, best is much like that silly semantic difference. In practical application, many often think the world an impure place which cannot reach any ideal state, they call themselves 'realists', to reconcile those things they often prefer to use best in a 'highest probable attainment' or 'good enough' so they may keep up with that positive language of 'best', or that they may have intrinsic justification to act well towards others. I think that is a useful view, but it is hollow and incomplete as to the purpose of the product, disregarding my other objections of a metaphysical order. The purpose of the product in economics is often measured in a pseudo-utilitarian way: What is the use value of the thing I am creating? What opportunity cost will occur from putting in alternate costumes over using those resources for balance and gameplay mechanics? Most of these things are out of our ability to predict, but I am prone to say that what is 'best' is a smooth blend of both, we certainly need gameplay, to what degree to build the trust and loyalty of customers do we need gameplay for? To what degree do we need to utilize more content producing methods to satisfy everyone (not just most or the majority) with costumes, that they will know we produce good products and that ours and future ones are worth their time and money? All these things, when considered from each other angle and place swapped, make a comprehensive map of what needs to be accomplished. It is an incredibly open ended question we posit then. 'Best', for our, the fans' and consumers', understanding, turns out to be something a little different.
It can just as easily be said the two can be separated, as they utilize different resources, one the art and modeling team, the other the design and balancing team. There is little to no conflict, but it is ultimately their purpose to cooperate to make whatever they can work, and whatever doesn't doesn't. In a managerial position, it is far more effective to let the people under you go at it while being engaged as a helper, this cuts down on bureaucracy and forms positive relationships and effective production capacity. To have clear outlines and plans that focus on the "win/win or no deal", as Covey puts it, between the branches of development, on the creative potential of the folks around, with clear consequences both good and bad as the product is produced, is a perfect ideal to what is 'best'. In a company, a team, a friendship in harmony, best is not the product, but the process, and come what may if they are in harmony it will be for the best. Best is no longer a question, but a quest.
It doesn't end there, though, one cannot develop those outlines required for the efficient cooperation of the branches without a clear understanding of what is to be accomplished. This can only come from something that is firm, grounded, permanent, and shared between every individual within the process, they must have a principle that guides them. To say what that is, we can assume it be 'to provide the best gameplay', or 'to provide the best content', but I am more inclined to angle higher (forgive the pun). What is best is to provide the best game in all its indistinguishable parts with what they have and what they offer. It is difficult to estimate the principles of a higher order from there.
I don't know what to characterize it as, it's neither practical-utilitarian, or ideal-metaphysical, but isn't that what the philosophy of game design is all about? The supposed balance between 'art' and 'science'? Are not art and science both merely branches of philosophy? Certainly, then here under the heading of game design, art is science, and the ideal is the practical, and what 'best' is is the unquantified, yet qualified process that is, to my great hope, being realized as we speak.