Wednesday, January 21, 2015

What is Addictive about Games? (part 3)


The rate at which progress is earned is also a major factor in game design, and this rate can be what keeps a player coming back for more. If the rewards are earned too quickly, they will lack value and feel too easy to acquire, so few players will remain to accrue easy rewards. If the rewards come too slowly, players may tire of the game and move on to something else more rewarding. However, slower rewards can be compensated for with engaging gameplay, to an extent. If the path to rewards is fun, then the lengthier time investment to earn those rewards makes them feel that much more valuable. 

The video game, Destiny, has multiple reward systems in play at once, and it is up to the player to set his or her own goals by selecting which reward system he wants to pursue. There is even the option to pursue multiple rewards at once, and by mixing and matching goals, the player can generate a faster pace of progress earned across multiple fronts. However, the designers of Destiny failed to make these systems abundantly clear to players, and many gave up on the game within its first month of release. I almost gave up on it myself, until a friend who had done some research online learned about how the reward systems worked. Now, I keep going back for more, because the rate of reward has increased significantly once I understood how to manage the reward systems.

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