Game Design, Psychology, Flow, and Mastery - Blog - External Rewards and Jesse Schell's Amazing Lecture
february 2010 by infovore
"I urge you to be vigilant against external rewards. Brush your teeth because it fights tooth decay, not because you get points for it. Read a book because it enriches your mind, not because your Kindle score goes up. Play a game because it's intellectually stimulating or relaxing or challenging or social, not because of your Xbox Live Achievement score. Jesse Schell's future is coming. How resistant are you to letting others manipulate you with hollow external rewards?"
davesirlin
jesseschell
reward
games
points
scores
ubiplay
february 2010 by infovore
Elder Game: MMO game development » User Generated Quests and the Ruby Slippers
june 2009 by infovore
"...even if they make the rules explicit, it’s not going to help the “power-leveling problem” which is ostensibly the reason for all of this grief. Unless they remove all difficulty options from the system, there will always be easier and harder ways to level. And remember what I said above: users tend to prefer easier content with better rewards. This isn’t limited to user-created content — it’s true for designer-made content, also. But designer-made quests don’t get graded by the players. Player-voted content like this will always gravitate towards easy. And pick-up groups will always be picking the most rewarding content with the least annoyance. And the game devs will keep being unhappy about it." Smart analysis of the problems with City of Heroes' user-generated missions.
games
design
psychlogy
reward
mmo
mmorpg
cityofheroes
ugc
june 2009 by infovore
Achievement Unlocked | Armor Games
december 2008 by infovore
The metagame is the game. Use the elephant to earn achievements. Apart from earning slightly /too/ many instantly at the beginning, it's a lot of fun. Don't reach for the hints too early.
games
play
flash
reward
achievements
metagaming
december 2008 by infovore
One More Go: Ikaruga, The Big Enemy Is Approaching - Offworld
december 2008 by infovore
"Ikaruga doesn’t treat you mean because it wants to see you fail. Ikaruga treats you mean because it wants winning to feel wonderful. But the more I became addicted to that mechanic, the more uneasy I started to feel. Volunteering to be beaten and humiliated on the promise of eventual pleasure? Isn’t there a word for that?" I can't get on with Ikaruga - too much of a memory test, too much punishment, not enough pleasure - but I can totally understand these sentiments. Lovely writing.
offworld
blogs
ikaruga
treasure
shmups
experiential
reward
december 2008 by infovore
Review: Consequence-Free Prince of Persia Reduces Frustration, Loses the Fun | Game | Life from Wired.com
december 2008 by infovore
"Yes, it's true that at no time while playing Prince of Persia did I feel any of the frustration that I felt on a regular basis in Mirror's Edge. But neither did I ever feel the joy of doing something right, of stringing together a perfect series of vaults and wall-runs and feeling like it was based on my own skill. Can one exist without the other? Is it impossible to create joy without difficulty? I don't know. But Prince of Persia lost something significant." I'm a bit worried about the new Prince, especially having read this; the challenge/reward balance is hugely important to it as a series, especially since the marvellous Sands of Time. Also, more worryingly: are developers shying away from letting players fail any more?
princeofpersia
review
games
gameplay
mechanics
challenge
failure
reward
december 2008 by infovore
MTV Multiplayer » “A Higher Standard” — Game Designer Jonathan Blow Challenges Super Mario’s Gold Coins, “Unethical” MMO Design And Everything Else You May Hold Dear About Video Games
july 2008 by infovore
Gosh. Long, detailed, smart, wonderful interview with Jonathan Blow. I can't even begin to find a suitably quote for this box so: please, just *read* it.
design
games
time
fiction
narrative
industry
medium
reward
risk
braid
play
interview
july 2008 by infovore
Versus CluClu Land: Gamers are Maximizers of Utility
july 2008 by infovore
"I thought this decision to attach a reward to the choice represented a failure of nerve on the part of the designers ... wedding a gameplay-reward to a decision that ought be governed by one's sense of character and motivation."
iroqouispliskin
criticism
games
writing
gta4
narrative
gameplay
storytelling
reward
july 2008 by infovore
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