Currently studying IT at the University of Piraeus, Greece. I'm pretty interested in game development and FOSS, and hope to contribute to both. I'm not very good at programming, but I believe making games is an efficient and fun way to improve one's coding skills.

Report RSS 6 steps to play with player's mind - some thoughts

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Today I came across an interesting post from Fan Studios. In short, it mentions six practices often employed in games as well as in real life.
One thing that immediately struck me was the fact that these steps occur more frequent in games than in real life. The reason for this is, I believe, the "closed world" of video games - meaning that a video game is only an instance of the real world, a finite representation of some core aspects. Operating as a very simplified version of real life, it's of course much easier to try something new/groundbreaking, whether it is good or bad. But approaching video games as a real life "sandbox", a chance to work under safe and controlled conditions on things concerning the uncontrolled and chaotic real world, is a big subject, which I'd like to come back to at a later point.
I'd rather focus on the post's last paragraph. The six characteristics mentioned are indeed very powerful tools, and as such can easily be misused, be it on purpose or not. We've all come across games that use these characteristics to a greater or lesser extent. One might say, "Why is it bad to employ these tactics? I like rewards!".
The obvious answer would be, that the sense of achievement fades away, the more often we achieve something. We might have been happy when we got the first milk from our cow in FarmVille, but after several months of playing the game, the same "reward" feels empty. Collecting the milk has much rather evolved into some kind of compulsive behavior, something we have to do in order to keep going.
But keep what going? It isn't anymore for the sense of building or developing a farm, but rather for the sense of accomplishing something. Next to no time is spent to admire the achievements already made, since there's always the next goal in sight, however small it might be. We're constantly on the look for the next reward, like addicts. Or maybe we are addicted. It is what games have been blamed for for many years - addiction. The point is, we're not addicted to the game itself - we're addicted to the rewards the game shoves down one's throat. We don't really care what game gives us these rewards, as long as we get the satisfaction we seek.
Of course, not all addicting games are addicting for these reasons. There are plenty of games that just thrill us with great moments, good storylines, clever gameplay, stunning visuals, atmospheric music... the list goes on and on. The question isn't whether employing the six characteristics is inherently bad for a game. Games are, like many other things, a mix of various techniques and components. The real question is, when do they cross the line?
Players often enjoy playing a game, even feel the need to come back to it often. Addiction to a game isn't that evil a thing (as long as it doesn't cross the line). People are addicted to all kinds of things. Like books. Or chocolate. Or sports. No, I believe this line is crossed when players don't just play the game for the game itself, but rather for the artificial satisfaction it gives them. When feeling the urge to play it, they just want to get these rewards. When they aren't able to recall any special memories from the game. Because they didn't really have any. Because the just kept going, going towards the unreachable horizon and forgetting anything else on the road. Always looking for the next reward. And never reflecting on the experience.

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Ludodesign
Ludodesign - - 36 comments

Good Work Pabo =)

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Pabo Author
Pabo - - 179 comments

Thank you very much. Your article was very interesting and inspiring. I'd love to see more of those!

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Meister_Wolo
Meister_Wolo - - 88 comments

There are many of those articles. The problem is here at the mod and indie db to find them :)

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Pabo Author
Pabo - - 179 comments

So it would seem. One more reason to be glad to actually have found Fan Studio's article.

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Bat0u89
Bat0u89 - - 1 comments

So what's the solution to the problem? It's the element of risk right? Imagine a game like e.g. Eve Online the more expensive your ship the greater the chance you'll be successful as a pirate but loosing it could be a major setback maybe worth a month's work, that's where all the excitement comes from. You see this in Lineage in the form of EXP penalty whenever you die, you see it in your pvp stats also in different online games... Suddenly it doesn't make much sense to grind for the next mediocre generic achievement, you either plan your risks or in any case even if there are no risks involved have always a long term goal in mind (like getting good pvp gear). Problem solved right? No I don't think so... The problem is that this solution creates a competitive and somewhat demanding environment and some people just like to grind... Another solution would be creating an intriguing story which SWTOR online achieved pretty well. The player's reward would be the unfolding of the story and not continuous exp rewards but is an online mmo really the place for this? So basically my opinion is that the two things an mmo gameplay should be based on is collaboration (raids) and competition (pvps). If the target audience does not enjoy a competitive environment and is not mature enough to collaborate for a tough raid there's really not much the developer can do... he'll simply use cheap tricks...

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Pabo Author
Pabo - - 179 comments

Interesting points. Indeed, risk can act as a reward-stopper, making the actual accomplishment more valuable. People who like to grind like the risk as well, even if they don't admit it. Or, to put it this way, an uninterrupted stream of rewards wears down pretty quickly. It's like using cheats in Diablo for the best gear. As long as one has to play the game, he has something to feel proud of, whether there is a reward or not. In that sense, even hard gameplay can feel fulfilling.
I too believe in story making a huge difference. It's the power of the meta-game - players do things that don't necessarily give them an in-game advantage. They just like to play a certain way, and this way of playing can be greatly influenced by the game designers. Story is a primary tool for that, as is the music, the game universe, the unlockable achievements and so on.
Both collaboration and competition are unfortunately limited to multiplayer, but they are mostly used well, especially by MMOs. Guild Wars 2 has an interesting mechanic for dynamic quests, linking collaboration and quests/story dynamically together. I hope we'll see more of these mechanics implemented in the future. They really help blending the actual game with the meta-game. Which might be the solution for abandoning these "cheap tricks" for giving people a reason to play.

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