Frequently Asked Forum Questions | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
Re: You know, you're kinda lucky Cody... | |
Posted By: Cody Miller <cody@haloreachisnotcanon.net> | Date: 12/13/10 8:47 p.m. |
In Response To: You know, you're kinda lucky Cody... (RC Master) : Well, lucky in the sense that, you're one of the types of people who don't : need an overt 'player investment system' to derive enjoyment out of your : games. You're independant. You've developed the ability to self-generate : goals for yourself and go for them, regardless of whether or not the game : is overtly asking you to. You can generate some of the conditions : necessary for flow* to happen all by yourself. And by extention, get more : enjoyment out of a game than other people that may have played once and : given up on. : You look at the campaign and you say 'hmm, how fast can I do this level on
: Some people, are not so lucky. : Or rather, cannot self-generate these goals with respect to games. If somebody is unable to enjoy a leisure activity without someone else telling them how to derive enjoyment from it, then I am personally quite sad for such a person. The whole point of playing games and engaging in leisure activities is precisely to do things that interest you. : Theres a reason a lot of people buy game, beat it once, maybe a few times
: Some people might stare at their game collection wondering 'what can I play
In such a case, what is wrong with simply not playing? Go do something else that is still stimulating. : Player Investment systems provide players with goals to strive for: 'I want
: They are, yes I suppose, fairly cheap ways to get the player to play more of
The problem though is that these are inherently manipulative, so that players will prefer them and continue to play, where otherwise they would have moved on to a different game or activity. : You, in a sense, are free of these 'Player Investment Systems'; you play a
: Others are not so self-motivated. P. I. S.es help them to get more value out
Correct, but such systems are needed only when the game no longer is fun, otherwise players would simply still be playing. : These are admirable goals, and P.I.S. features are ones that shouldn't be
It is always trying to get you to play for the wrong reasons. The system says non motivated players will get bored with our game after one playthrough, so we must entice them to keep playing. Thus, the system is designed to keep players playing past when they would have otherwise moved on to a new activity that is new and fun. : Sometimes its good to do something relatively non-cerebral/physical
There are plenty of games that still respect the time of the player and are not manipulative, yet aren't in your face action games. Adventure games, Simulation Games, Strategy games, etc. : In fact, reading the job description there, its seems that Bungie recognises
: "...fine line between a reward that encourages players to have fun
There is no line! Every incentive the developer offers the player necessarily enslaves them since their fun is then based on the reward given to them by someone else! The only way one is not enslaved, is if one can themselves derive fun i>themselves. : "...devise a way for a player to grow..."
Any player reward system can be exploited in some way. If your system offers rewards for anything other than winning, it can be manipulated.
|
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |