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| Re: Bungie speaks... on Behavioral Game Design | |
| Posted By: Cody Miller | Date: 6/20/12 12:43 p.m. |
In Response To: Re: Bungie speaks... on Behavioral Game Design (John Hopson) : My favorite saying about students: "They hear and they forget, they see : and they remember, they do and they understand." A lot of the goal : with nudges like these is to get players to "do" once, so they : understand the value for themselves. The issue is that 'doing' in video games can be really diverse depending on the game. In Halo, one could trick, speedrun, explore, kill everything etc. How do you as a developer know which of these things would be appealing to a particular player? You don't. While I like to speedrun, I don't like to trick so much. So if you the developer push for certain ways of play through reward, you are going to alienate people who aren't into that. I'll admit, I die a little bit inside when there is an achievement for a game mode I don't like. It's not a big deal; I don't play the mode, but there's the sense that the developers are trying to tell me I am missing out, when I know I'm not. This is why player and community driven rewards are much better. You're going to hang around people who have interests similar to yours, and possibly expose you to new things. The difference is, some random guy can tell you he had fun getting all the audio logs, but if you're not into that, it's no sweat off your back. When it comes from the developer, there is an authority THIS IS HOW YOU SHOULD PLAY. When it comes from players, it's "This is how I like to play".
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