Seduction Secrets In Video Game Design 61
Hugh Pickens writes "Drawing on cognitive science, an increasing number of game theorists and designers say that our growing love of video games has important things to tell us about our intrinsic desires and motivations. Central to it all is a simple theory – that games are fun because they teach us interesting things and they do it in a way that our brains prefer – through systems and puzzles. 'With games, learning is the drug,' writes Raph Koster, the designer of seminal multiplayer fantasy games such as Ultima Online and Star Wars Galaxies. 'In game theory, this is often spoken of as the "magic circle": you enter into a realm where the rules of the real world don't apply – and typically being judged on success and failure is part of the real world. People need to feel free to try things and to learn without being judged or penalised.' Another important element is autonomy as games tap into our need to have control. This is very obvious in 'god games' such as The Sims, where we shape the lives of virtual humans, but it's becoming a vital element of action adventures and shooters, too. Finally another important game design facet is 'disproportionate feedback,' in which players are hugely rewarded for achieving very simple tasks. In highly successful shooters such as Call of Duty and Bulletstorm, when an enemy is shot, they don't just collapse to the floor, they explode into chunks. 'You're good, you're a success – you're powerful,' writes Stuart. 'Disproportionate feedback is an endorphin come-on.'"
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I think it's hyperbole rather than bad research. Deaths in video games are more dramatic and often more bloody that they would be in real-life.
I would argue, in general, more dramatic but less bloody than real life.
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At 320x200 a 486DX2-66 with ANY VGA card could 'handle the gore'. I still can't believe I was competitive like that, but I was. Quakeworld FTW, baby.
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And we're talking about a single 9mm pistol round from a distance of several meters. Given the kind of ammunition you often pepper people
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Calling bullshit "french perfume" doesn't make it stink any less.
This new "research" sounds like another conclusion that has preceded the data.
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I think it's hyperbole rather than bad research. Deaths in video games are more dramatic and often more bloody that they would be in real-life.
And apparently video game reporting is more dramatic and often more bloody than in real life...
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Furthermore (spoilers for modern warfare) there is that one sniping mission where you shoot the target's arm off. Again, satisfying.
That much is real, anyway. Potentially. A .50 cal will do absurd damage and it's supposed to be relatively trivial to smack a pie plate-sized target at two miles with match rounds. Which is not to say that I could do it. Or at one mile or so, you can do it with a high explosive round.
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If by "trivial" you mean "the worlds best snipers, on a day with perfect conditions, can do it with some luck", then yes.
Hmm (Score:2)
I'm not sure I should listen to advice on game design from the designer of Star Wars Galaxies?
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If he designed pre-NGE Galaxies, his advice is valid.
I disagree: SWG was the most boring MMO I've ever played... I didn't even last the free trial week.
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If he designed pre-NGE Galaxies, his advice is valid.
Raph Koster designed pre-NGE Galaxies, yes.
However, he was still working at SOE when NGE hit in 2005, not departing SOE until 2006.. I don't know if he was still working on SWG or not, though.
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What is the question asking?
BF Skinner (Score:3, Insightful)
Games are attractive because they train you with positive reinforcement quickly delivered.
More complex theories are superfluous.
Re:BF Skinner (Score:5, Interesting)
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This comment is attractive because it trains you with positive reinforcement quickly delivered.
More complex theories are superfluous.
ftfy
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I think it would like something like this:
Pick up that can! (Picks up can.) +1
Pick up that can! (Picks up can.) +1
Pick up that can! (Picks up can.) +1
Pick up that can! (Picks up can.) +1
Pick up that can! (Picks up can.) +1
Pick up that can! (Picks up can.) +1
(Switch to variable interval schedule)
Pick up that can! (Picks up can.) +0
Pick up that can! (Picks up can.) +0
Pick up that can! (Picks up can.) +1
Pick up that can! (Picks up can.) +0
Pick up that can! (Picks up can.) +1
Pick up that can! (Picks up can.) +0
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Yes, behaviorism is at the core and sometimes there is not much else, but it's also kind of solved and boring from a waxing-philosophical-about-the-games point of view.
More interesting, IMO, is precisely whatever more complex theories could be applied, even if they just add nuance above the fundamental skinner box.
From an amateur game developer (Score:1)
I can't help but feel a bit of shock at how well this describes very core aspects of game design. I mod games as a hobby, and finding ways to keep players happy makes up a large part of my day. This article is not only completely true (in the areas that matter) but it sums up complicated task in a simple and direct way.
Just how many ways can you find to make the player feel good about simple achievements without drowning the overall experience, or how do you scale your rewards to entice more play time? T
Missed something (Score:1)
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That might be the draw for some, but given the number of cookie cutter builds in D2, I think it's fair to say that the draw for most was finding items. Creating new characters was just an afterthought when you realize you have all these new items sitting around and nothing to do with them.
For others, the draw was neither of these though. I know some people would spend the entire day in one of the trading channels gradually trading their way into more items. If you knew the typical prices of common/desirable
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> SW:G and UO are barely "games"
And WoW isn't ?
How do you "win" at WoW ? How do you "lose" at WoW ?
If you don't have a winning and losing state, you don't have a game, you have a toy -- that's what all MMORPGS are -- pseudo-games -- really, toys.
It's true (Score:4, Insightful)
A big part of games is learning, but also that of mastery and accomplishment. People like to get things done, and they also like to feel that they're constantly getting better. Today's games have picked up on this and virtually all of them have "achievements". People like these because they can put numbers to what they've done and compare themselves to others easily. If I have a thousand achievement points, I obviously much better than the guy over there with just fifty.
For all the time and effort that high budget games put into fancy graphics, they often miss the simple things that make a game fun (learning, achievement, mastery). Take Game! [wittyrpg.com] for example, it's deceptively simple at first, allowing you to learn things at your own pace, but for the OCD crowd there's so many things to find, combine, and cook that to do all of it is quite the task. However, more importantly, there's direct feedback in Game! [wittyrpg.com] about how many items you have out of the total, how many combinations you've found out of the total, etc. This gives people a concrete goal that they can strive for. Ideally, you strike a balance between casual and OCD so that casual players can play through the entire game without too much trouble (even if they might only get 10% of the 'achievements"), while the more OCD players can gradually work their way through every single "achievement".
Gaming can be good for you (Score:2)
Jane McGonigal has written some great stuff about how and why gaming can be not only engaging but good for your level of engagement with life, friends, family.
See http://www.amazon.com/Reality-Broken-Games-Better-Change/dp/1594202850 [amazon.com] for the book, and particularly her "Practical Advice for Gamers" included in this page.
http://vimeo.com/16227360 [vimeo.com] is a great video of a talk she did that's entertaining as well as instructive, gives a flavour of the book I think.
I don't completely buy that gaming is completely p
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Because you still get positive feedback, even if you suck. You can go 1:10 in a FPS game against a godlike player, but that one kill just feels so good because they had it coming to them. Also, there is no cumulative penalty for mistakes in many games: everyone respawns the same. Games that allow for a higher skill disparity or cum
DOA Volleyball (Score:1)
That's seduction right there!
Real girl with fake silicon breasts or fake girls rendered with real silicon... at least the fake ones don't slap you when you drool at them.
I lerned all I need to know... (Score:2)
about seduction from playing Fable II!
Circling back to Learning... (Score:2)
How can we take what we've learned from video games, and apply it to education? Our education system is failing a distressingly high portion of students; could we make Math and Literature "stick" better by gamifying the subjects in a meaningful way? I know that (most) of us are over gold-stars at this point, but can we take the lesson of "overemphasize success" from Peggle, and give kids a "you're freaking awesome!" anthem whenever they master a new skill? Would we be better served by a Super Mario Bros app
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Schools have a lot of problems, but I honestly think that motivating the kids is one of the smallest; any teacher worth the title can solve that one on their own, given minimal levels of funding. American society as a whole is very hostile to schools right now. Teachers are paid relatively low salaries in most places. Schools as a whole are grossly underfunded. We have had a strong anti-intellectual streak in pop culture for the last few decades. We tie funding to superficial metrics like standardized
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I agree with a lot of what you say - but I don't think funding issues have anything to do with the problems in our schools.
Teachers are generally paid more than people in their community are, and with much better benefits.
School funding in most places is pretty good. In the state I live in we fund schools to the tune of $13,200 per pupil. That should be enough.
We do have great inefficiencies in the schools. The administrative loads are ridiculous. These eat up a lot of the funds that should be spent on actu
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Teachers are paid relatively low salaries in most places. Schools as a whole are grossly underfunded.
I agree with you in both cases but neither of these is the primary problem in education. The problem is treating us all the same when we are not, as well as treating us different in ways we aren't. You take a group of kids and tell the teacher they're gifted and they excel, you take a group of kids and tell the teacher they're problems and just see what happens.
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in the south it would have to be a god game.
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Disproportionate feedback psych: explains guitar! (Score:2)
Pluck a little string, make a big noise!
Chugging heavy metal riffs is like blowing up objects in a video game.
Oh, and there can literally be "disproportionate feedback", too.
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Are you from GameFAQS?
Cringe worthy (Score:2)
I'd be far more impressed if they actual did a study of the human brain and what parts of it are in use while playing video games - pleasure/reward centers etc. Oth
Ha ha... wait. (Score:2)
'With games, learning is the drug,' writes Raph Koster
Insert slightly uncomfortable "America's War on Drugs" joke here...