Aaand cue pirates rushing to blame anything but themselves, like they do with DRM.Johnson pointed out that the rise of F2P models owed a great deal to widespread piracy. If DRM was the stick that publishers were using to wring money out of software pirates, the F2P game was an elaborate system of low-cost carrots.
Totally agree, achievements are the pinnacle of addicting manipulation. Most can be obtained with one play through. Most players don't feel the need to play any further signaling the need of a new game. It favors the whole console.Clemenstation said:Surprised achievements and trophies weren't mentioned. They represent the 'meta-prizes' intended to get players vested in a particular console, and since the rewards are cumulative across different games there's quite a lot going on here in terms of overt behaviour manipulation.
That's kinda funny, because NSMBW is the only Mario game I haven't finished since Sunshine. Honestly, I think Mario was a bad example to use, because those games are usually well designed enough that they would still be plenty of fun without coins and 1ups. Plus getting some of the coins and 1ups and such in really tricky places can be fun for reasons other than pushing the reward button. After all, one of the main sources of fun in video games is getting good at a new skill, so when you can pull off an interesting challenge the developers set out for you it means you're getting better, which is actually fun!My1stLuvJak said:You know, I both love and hate games with reward systems...I've never thought that Mario could be considered one of those games, but, especially when you're into the harder stages, it is hard to justify why you keep playing. Is repeating the same stage over and over really all that fun? Playing NSMBW with four people, I would say, fixes that problem - it is fun, and when you die (as long as there's someone else still on screen) you get a brief respite from some of the frustration inherent in those patience-testing games. But playing that same game by yourself is MUCH more infuriating, and I do find myself playing just to get more coins, unlock more pathways through the game, etc. - it doesn't take long for me to shut it off and turn away, if I'm on my own.
Figured as much. The scope would be a bit large. Also figured that not everyone is quite as hell-bent on writing about achievements as I am.Rob Zacny said:For me, the issue is that there was actually too much going on there for me to tackle in this piece. Because getting into achievements touches on a lot of other topics, like motivation, and different types of achievements, and why players place so much value on meta-game elements. It's an important discussion, but it wasn't one I was prepared to get into here. I do, however, think that a lot of the things that came up here are also applicable to achievements.
You certainly have a point there: People do need to take (more) responsibility for their own actions. Mature people should have enough self-reflection and self-knowledge to quit playing when they find out that they themselves are being 'played'.Spendrik said:I'm perplexed by the premise of this article. It seems to suggest that many games are not inherently fun, but are just reward systems designed to lock people in.
By this token, many games are quite simply thinly-veiled reward systems.
Firstly, the definition of 'fun' is at best nebulous. One man's psychologically manipulative game is another's Game of the Year.
Secondly, no one is compelling you to play games, reward system or not. What about personal accountability, self-restraint and good ol' common sense?
The article seems to blame game designers for creating addictive products, much like the arguments that healthy-living proponents level against fast food joints, for producing 'addictive' junk food. Or how Jack Thompson blames the ills of the world on violent video games.
Rather than blaming game designers, traumatic childhoods, abusive/absent parents, TV and video games, how about taking responsibility for our own dysfunctional behaviour?
Or do we really need to be told that the coffee is hot?
That's why parents and schools were invented.Sjakie said:But what about kids, teenagers and young adults who, more often then not, lack this self-knowledge?