One of the occupational hazards of being a game designer is an obligation to play up-and-coming games, both to stay ahead of where the market is moving and to dig for signs of the One True Game Design, aka universal mechanics that move people. Lately there's been a lot of buzz around
Bejeweled Blitz, so I dug in for a sample today.
Blitz takes the
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There are all these balancing acts to be maintained, as player and creator... and it's best when the respect, and enjoyment, is mutual.
I think quality matters a lot. The difference between a cup of sugar and a Snickers bar... you can provide an experience that is very enjoyable, and deeply feeds those reward patterns, but... which also provides exits, and stopping points. The distinction between providing encouragement and reward, and... just checking off the 'these are the keys to addictive gameplay' play list.
Addiction happens because we're wired for it. It's just how much we're wired for OTHER things that helps us resist (or break free from) the mindless 'press X for reward stimulus' loops.
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This has extended into other games as well. Dokopon Kingdom, for instance - getting screwed over is part of the game, so meh if it happens. No use getting frustrated.
So yeah, there's a term for you. Subjective addiction vaccine. Or something.
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In games, what's interesting about this thought is that there is a "seeking" element present when we play. We are actually, I would argue, looking for an answer to a deep subconscious question. I think some games help us find those answers better than others -- there is actual multi-level comprehension going on. So once you've comprehended one form, or a higher form of a similar mechanic, the earlier form doesn't draw you anymore. This is a corollary, maybe, of the simple Introduce-Perform-Master progression, or what Raph says in A Theory of Fun about the core of fun being learning and mastering a skill -- the clear statement there ( ... )
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I think, and maybe it's worth a separate post, that WoW is a different issue. I'm not sure it can be framed in terms of addiction, even though it's currently being treated by health professionals in the same terms, and MMO "addiction" is probably the most common form of negative behavior disruption that we see in over-playing.
The thing is, though, WoW and Everquest before it are and were genuine online environments -- they are places. So a person who is "addicted" (and again you have that definition problem) isn't so much repeating a simple behavior as they are actually inhabiting a space. A person relinquishes their meat life to go and live instead in Azeroth, and that's a fundamentally different thing than imbibing a substance or playing Pacman over and over ( ... )
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