Thursday, April 10, 2014

RPG's and MMORPG's (part 4)


But who am I to question a formula that has been incredibly successful? This formula has worked so well that some people have actually lost their jobs because they missed work for WOW, and very sadly, a few people have even died because of their obsessive addiction to this formula (they sat in front of their computers so long that they became severely malnourished and sleep-deprived.) This formula is based upon the carrot-on-a-stick principle, where just one more accomplishment in game will lead you to the next. The success of video games can partly be attributed to this concept: you feel like you've achieved something after expending your effort, and when the game is balanced well, it will feel like just the right amount of effort was made to earn the reward. Everyone likes to feel like they are making progress at something, and video games often provide that satisfaction when perhaps real life is in a holding pattern. However, if too much effort is required, the gamer will become frustrated, give up, and find something else to do, possibly giving up on the game altogether. Too little effort won't satisfy most gamers because we want to believe that we've become skilled at something. MMORPG's feed these (narcissistic?) tendencies. The more time and effort one sinks into an MMORPG, the more visible rewards he achieves for others in the game to observe. I'll admit, I wanted to adorn my character with better clothing and more impressive-looking weaponry, and seeing other players ride around on different mounts (horses, giant cats, and weird creatures) was enticing—especially since so much running around is involved in the game. Customizing or crafting your own equipment sounds exciting in theory, though you must slog through countless repetitive chores to avail these options. In the end, though, all of this is mostly cosmetic appeal.

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