Live data from Hacker News

The Anatomy of Addictive Gameplay

innesoft.com

1–10 of 19 posts

Re: The Anatomy of Addictive Gameplay

#3
post #2

Someone on reddit pointed out that the morality of making addictive games was never discussed. What does the community here think about this?

1) Freedom. It's up to people to choose what to play and how much. Don't feel bad if they choose to play a lot. It's their life to live, not yours.

2) Don't just make something people want purely for money, but also make something you think ought to exist. Making something you like and approve of is a nicer life for you: it's more fun, it's better for meeting people you'll like, you can use it, etc...

Re: The Anatomy of Addictive Gameplay

#4
post #2

Someone on reddit pointed out that the morality of making addictive games was never discussed. What does the community here think about this?

1) Freedom. It's up to people to choose what to play and how much. Don't feel bad if they choose to play a lot. It's their life to live, not yours. 2) Don't just make something people want purely for money, but also make something you think ought to exist. Making something you like and approve of is a nicer life for you: it's more fun, it's better for meeting people you'll like, you can use it, etc...

About your number 1, "Freedom". I don't see how someone else's responsibility on a matter can always be expected to obviate the need for one to exercise one's own moral responsibility. It can be one person's responsibility to make a choice or perform an action well (that bit is also in play here since we aren't merely in a realm of just the stated choices, but also the ability to stick to them in the face of temptations), while at the same time being morally wrong for someone to put them in the situation where they have to.

Is it, or is it not, morally OK to tempt and socially pressure an alcoholic to drink? To construct a situation that contains many or all of their personal triggers and then offer and encourage them?

What about a table with some green food, some orange poison, and a sign explaining the color code? Fine for many, but as the doorkeeper to this banquet hall, how bad a case of red-green colorblindness need a hungry person express to you that they have, before it is morally bad of you to let them in to eat without supervision or aid in the discrimination?

Re: The Anatomy of Addictive Gameplay

#5
post #2

Someone on reddit pointed out that the morality of making addictive games was never discussed. What does the community here think about this?

As a formally very addicted gamer, I have no moral objection to making a game addictive. Sure, I wasted a lot of time, but I had a lot of fun with it.

Unless a game were made so addictive that it was mentally or physically harmful, then it flies with me.

Re: The Anatomy of Addictive Gameplay

#6
post #2

Someone on reddit pointed out that the morality of making addictive games was never discussed. What does the community here think about this?

Calling a game 'addictive' is a playful compliment. Let us not mistake it for a serious assessment of the situation. Games do not foster physical dependency; they do not coerce the player to chase a diminishing high until his whole life is a ruin. Except WoW. ;)

I think addictive games come in two flavors, one negative and one positive.

The negative type are games that don't let you go, that you wind up playing long after you've lost interest in them. Games that are centered around a guild that needs you, so your friends draw you in. Games that must be played regularly and so form habits. Games that threaten to punish you severely if you don't frequently check in. This is a negative sort of 'addictive' gameplay: it eats up time, demands attention, serves as a second job. Games like these should be enjoyed briefly and then escaped from. Lucrative though they may be, I would not want to develop one.

Then there is the positive sort of 'addictive' gameplay, which I might call more accurately 'fascinating'. These are games that dazzle and delight, that eat your brain, that you wind up playing for 16 hours a day for a week because you can't stop thinking about them. Like a fascinating problem or a motivating vision, they push you to perform and learn. This sort of addiction always dies out eventually, but while it lasts it is enjoyable and rewarding. I would go so far as to say it's what gaming is about. Yeah, it may cause the occasional day of missed work, but it gets the odd hacker in a serious groove, too. I think games with this quality are excellent and even make the world a better place. I would strive to make any game I built so 'addictive'.

Re: The Anatomy of Addictive Gameplay

#7
This talk, mentioned on HN a few times, is must watch tv for anyone in this space.

http://www.cmu.edu/homepage/multimedia/schell-dice.shtml

On a personal note, I can attest to the addictive nature of these games. My crack of choice was WoW and oh how I chased that dragon. But like all highly addictive substances, it is my firm beliefe that this area will come under the regulation of government... to protect the children. But in reality it should be regulated like any other addictive form of entertainment like gambling, alcohol, tobacco, or narcotics. Not outlawed, but regulated. Like S.Korea regulating play time, http://www.huffingtonpost.com/2010/04/12/south-korea-imposes....

Re: The Anatomy of Addictive Gameplay

#8
post #2

Someone on reddit pointed out that the morality of making addictive games was never discussed. What does the community here think about this?

Making a game addictive is pretty amoral, I think. It's also pretty vapid. Is it immoral for a game developer to turn himself into blind fool? Not really. Pathetic, though.

Re: The Anatomy of Addictive Gameplay

#9
post #2

Someone on reddit pointed out that the morality of making addictive games was never discussed. What does the community here think about this?

I am potentially very troubled by it, because I think the capability of a team of capable engineers/marketers to A/B test and measure their way to addictiveness increases much faster than the ability of people to adapt to the stimulus. In particular, I think that there probably exists one or more vulnerable segments of the population who get ROFLstomped by this.

I chuckled with most folks about being "addicted" to WoW, but I play some of the social games on Facebook. One of them has a particular mechanic where you buy a treasure chest. The price is immaterial, and it is obfuscated -- we've learned that people suck at fractions so if you price points at 80 to the dollar sales increase versus pricing them at 100 to the dollar. Anyhow, buying a treasure chest gives you a 5% chance at one of four particular desirable items. It also gives you chances at less desirable items, which are designed to make you feel (like a slot machine) that you just missed getting the good one.

(I'll note that despite being fairly decent with numbers, my ballpark guess for how much you'd probably spend in USD to get one of those items was off by a factor of four.)

There was a long thread on the forum about folks spending hundreds of dollars rolling for that treasure chest.

I have no particular problem with a well-off individual spending hundreds on virtual goods. However, I don't think that 90% of e.g. Zynga's bottom line is coming from folks like me. I think huge portions almost certainly come from people who are relatively poor, less educated, have poor impulse control, and who cannot afford what they're buying. If you look at the AOL ad click data, they found that this is the type of person who clicks -- almost obsessively -- on advertisements. They don't understand that they will not win a million dollars if they punch the monkey.

I'd prefer to see the industry self-regulate to avoid exploiting vulnerable people.

Considerations like this are why I decided against doing a Facebook game -- I was genuinely worried about what my stats would show me.

Re: The Anatomy of Addictive Gameplay

#10
post #6
post #2

Someone on reddit pointed out that the morality of making addictive games was never discussed. What does the community here think about this?

Calling a game 'addictive' is a playful compliment. Let us not mistake it for a serious assessment of the situation. Games do not foster physical dependency; they do not coerce the player to chase a diminishing high until his whole life is a ruin. Except WoW. ;) I think addictive games come in two flavors, one negative and one positive. The negative type are games that don't let you go, that you wind up playing long…

Out of curiosity, what games would you put in which category?

I would class something like WoW as negative and games like Civilisation as positive, which makes me think it has something to do with where you do the "work". In WoW, the "work" is all in-game, killing monsters for rewards etc. In Civilisation much more of the "work" is done planning your next moves, which is more of an out-of-game activity, meaning you can continue "playing" the game while you do other things.

Post reply on HN