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The Glorious, Profitable, Inescapable Art of Addiction

jeff-vogel.blogspot.com

11–20 of 110 posts

Re: The Glorious, Profitable, Inescapable Art of Addiction

#11
post #4

> Now, of course, we designers know to make the upgrades come in a constant flow of smaller improvements. A host of bars slowly filling up and numbers increasing, so that the warm feeling never stops. I don't think that's necessarily true. WoW moved more and more towards this model and all it did was make the game predictable and grindy. You need big chunks of uncertainty (will we kill the boss? will it drop what I'm…

Note: This is likely not as neat an analogy/example as I would like, but it seems relevant.

I used to be an actual heroin addict, many many years ago. Finding the next hit every day/every couple of days was nearly as satisfying as the actual rush of the drug itself.

In fact, this effect was so powerful, that the "come thru" message from my dealer, and driving over to his, would make my withdrawal symptoms subside nearly entirely, well before I'd actually taken the drug.

Brains are crazy.

Re: The Glorious, Profitable, Inescapable Art of Addiction

#13
post #11
post #4

> Now, of course, we designers know to make the upgrades come in a constant flow of smaller improvements. A host of bars slowly filling up and numbers increasing, so that the warm feeling never stops. I don't think that's necessarily true. WoW moved more and more towards this model and all it did was make the game predictable and grindy. You need big chunks of uncertainty (will we kill the boss? will it drop what I'm…

Note: This is likely not as neat an analogy/example as I would like, but it seems relevant. I used to be an actual heroin addict, many many years ago. Finding the next hit every day/every couple of days was nearly as satisfying as the actual rush of the drug itself. In fact, this effect was so powerful, that the "come thru" message from my dealer, and driving over to his, would make my withdrawal symptoms subside nea…

I imagine you saw a bit of a dopamine spike when that message came in. Was it enough to mitigate the physical symptoms at all, or was that purely mental, I wonder?

Re: The Glorious, Profitable, Inescapable Art of Addiction

#14
Suppose the people who hate free to play games win the argument and get rid of microtransactions. Suppose they change the laws so you have to get your looter shooter Destiny/Anthem/Division dopamine drip for one fair fixed price. So you're grinding hundreds of hours to get better armor, but you aren't spending more money. Just time.

If it’s a single fixed price, what is incentivizing the developer to make the game more addictive? Purchasing the sequel? Wouldn’t the developer instead be incentivized to make a game with novel and compelling gameplay that isn’t necessarily addictive?

Re: The Glorious, Profitable, Inescapable Art of Addiction

#15
> Look, if an ADULT spends $500 of their hard earned money to buy Fortnitebux or Smurfberries or whatever, I don't know what business it is of yours. If an adult wants to spend cash on beer or DLC or opera tickets or loot boxes, it's their right.

I was ready to write an angry 10,000 word response on the importance of private property and the free market system. But reading this paragraph de-escalated the situation enough for me to realize this article was only a general overview of the industry they work in.

Re: The Glorious, Profitable, Inescapable Art of Addiction

#16

Suppose the people who hate free to play games win the argument and get rid of microtransactions. Suppose they change the laws so you have to get your looter shooter Destiny/Anthem/Division dopamine drip for one fair fixed price. So you're grinding hundreds of hours to get better armor, but you aren't spending more money. Just time. If it’s a single fixed price, what is incentivizing the developer to make the game mo…

If your game only has 10 hours of gameplay, people will complain that it's too short. Then your game gets bad reviews and you don't eat.

So you need to have more gameplay, and that's either through cleverly addictive game mechanics or a ton of expensive to produce content.

Re: The Glorious, Profitable, Inescapable Art of Addiction

#17
post #4

> Now, of course, we designers know to make the upgrades come in a constant flow of smaller improvements. A host of bars slowly filling up and numbers increasing, so that the warm feeling never stops. I don't think that's necessarily true. WoW moved more and more towards this model and all it did was make the game predictable and grindy. You need big chunks of uncertainty (will we kill the boss? will it drop what I'm…

You are talking about different types of players. If what you are saying were true for everyone, then all those top grossing builder/clicker games wouldn't exist.

Re: The Glorious, Profitable, Inescapable Art of Addiction

#18

> Look, if an ADULT spends $500 of their hard earned money to buy Fortnitebux or Smurfberries or whatever, I don't know what business it is of yours. If an adult wants to spend cash on beer or DLC or opera tickets or loot boxes, it's their right. I was ready to write an angry 10,000 word response on the importance of private property and the free market system. But reading this paragraph de-escalated the situation en…

Well, the article provides some good points why a free market system does not work.

The basis of free markets is that participants act rational and have full knowledge.

Yet here we are researching increasingly sophisticated ways to undercut their rationality...

Re: The Glorious, Profitable, Inescapable Art of Addiction

#19
I have a lot of (my own, highly speculative and uncertified) thoughts on this, and if you'll indulge me in some cynacism I'll try to highlight what doesn't feel quite right.

If you're curious about how this is developing, try Black Desert Online. It's a really remarkably polished game that is truly unique. It's a PvP action fighting game encapsulated by an immersive RPG with a load of different ways to play the game.

It's almost terrifyingly well crafted.

There is a startlingly well designed progression system pivoted around raising your attack and defense rating to fight against other players in the various fields of battle. In every one of the sub routines within this intricate Skinner Box there is an efficiency modifier which can be metered through the use of USD,

All of these sub routines inevitably connect at the central purpose of pumping black stones, or as I'll refer to them, probability stones into your gear with a chance of either raising their rating, lowering their rating, or in certain cases destroying them completely. Sometimes the undesired outcomes can be negated through further remittance of USD, for this and certain other mini-games as well.

There is a tightly controlled exchange of goods through a central system (which collects a tax unless you pay for a buff every month), with only a small number of consumable items being transferable between players.

You are utterly economically isolated in the game.

This is not a new phenomenon, but I think it's clearly evolving.

Casinos were built on it, and so are many of these so-called "Korean MMOs".

Pearl Abyss has enjoyed massive success and, to my dismay, has purchased CCP Games, developer of EVE Online.

https://www.gamasutra.com/view/feature/131494/behavioral_gam...

I hope these system designs are less insidious than my experience has led me to believe.

Edit: I'll add that I've read supposedly regulatory action is being taken, I read somewhere that China was or is imposing a rule for disclosure of probabilities in at least some circumstances. Not confident on veracity.

Curiously, in certain regions there are apparently varying or no limits on purchase of "cash shop" items, while in others (like NA) there are. Also worth noting that within the game, players who've paid the most into the cash shop are called "whales".

Edit2: Last I looked they boast a player base in the 2-3 million range.

Re: The Glorious, Profitable, Inescapable Art of Addiction

#20
post #13
post #11

Earlier quoted context omitted.

Note: This is likely not as neat an analogy/example as I would like, but it seems relevant. I used to be an actual heroin addict, many many years ago. Finding the next hit every day/every couple of days was nearly as satisfying as the actual rush of the drug itself. In fact, this effect was so powerful, that the "come thru" message from my dealer, and driving over to his, would make my withdrawal symptoms subside nea…

I imagine you saw a bit of a dopamine spike when that message came in. Was it enough to mitigate the physical symptoms at all, or was that purely mental, I wonder?

Genuinely mitigated the runny nose, aches and pains in my back, etc.
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