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Understanding Addiction-Based Game Design 308

Posted by Soulskill
from the i-can-quit-any-time-i-want-to-i-just-don't-want-to dept.
spidweb writes "The common theory is that games like World of Warcraft are addictive. But what are the exact qualities that make it so? Are there specific elements of the design that can be pulled out, distilled, and used at will to give a game drug-like properties? Is it wrong to do so? A new article at IGN RPG Vault attempts to isolates the exact qualities that go into making an addiction-based design. From the article: 'If a game uses rewards of any sort to entice you to experience highly repetitive content, you should see what it's trying to do and which of your buttons it's trying to press. If you don't mind, that's cool, but you should understand it.'"
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Understanding Addiction-Based Game Design

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Reality must take precedence over public relations, for Mother Nature cannot be fooled. -- R.P. Feynman