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| Re: Bungie speaks... on Behavioral Game Design | |
| Posted By: serpx <god.of.design@gmail.com> | Date: 6/15/12 6:51 p.m. |
In Response To: Re: Bungie speaks... on Behavioral Game Design (Cody Miller) : I simply cannot fathom why your would need to do this. If a player has an : interest in playing the game a certain way, he will play it that way. : Otherwise, he won't. If the only thing making him play that way is the : reward, then he is being manipulated to do something he otherwise wouldn't : want to do. You can see it as manipulation, but what if the player didn't decide to do campaign because of biases of past Halo experiences being "lame?", or because he's new to gaming, and none of his friends play Campaign, so why should he? External rewards can encourage players to try something that they otherwise wouldn't try. This can be good if the player actually finds it enjoyable. If they don't find it enjoyable still, then they don't find it enjoyable. At least the developers were able to apply some psychology to at least get the player to try, say, Campaign. Or Forge. My closest friend was playing Battlefield 3, and he's very big into unlocking everything. I don't know the game very well, but he told me he had to play a kind of gametype he's never played before because his friend said it sucked. He found it to be his favorite gametype in the game. He may not have played that gametype if it wasn't for an external reward. I only argue that there's a place for these kind of rewards in games. One is free to argue against it, because external rewards can have their downfalls if they aren't used correctly. Really, external rewards may not have to be intentionally designed into the game at all -- there can be other interventions for a game designer to get people to want to play a game mode just for the sheer enjoyment, and continue playing it. Psychology is just a bunch of models and theories, it still has a long ways to go in development, especially in this particular subject.
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