Vogel Continues Discussion Of Addiction Based Game Design
6:00 AM | Cord Kruse | 2 comments
Jeff Vogel has released a second part to his recent View From The Bottom developer column. The article continues his discussion of the methods game developers use to tap into the addictive tendencies of players, and whether or not such addictive gameplay is truly evil.
And, now that I've done as well as I can illustrating this aspect of game design, I have to ask the big question: Is it bad? Is it something that "good" designers resist?Visit the page below to read more.
The Bottom Feeder: Addiction Based Game Design 2
No. We should understand what is going on and notice it when it's happening, but trying to addict your players is not inherently a bad thing. In moderation, the grind/reward cycle is like alcohol ... Pleasant, in moderation. The sense of achievement when gaining a level, or, you know, an Achievement, is real. It is odd that it's so satisfying, but it is satisfying, and we designer would be foolish to ignore it. Heck, I write role-playing games, a genre that is almost entirely founded on the grind/reward cycle.
But, like Spider-Man, we should use our powers for good and not for evil. If we want to write innovative games that further the genre and take it more in the direction of an art form, we have to make games that are more than just examples of some experiment where a mouse hits a lever and makes food pellets fall out. In my ideal world, it would be one color in our palette, nothing more.
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