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How do you make an addictive video game?

pjvogt.substack.com

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Re: How do you make an addictive video game?

#2
The way you make an addictive anything:

* Random, variable rewards, with the possibility for really great rewards.

* In as many different ways as you can feasibly include.

* Optimise for 'near-misses', which have been shown to increase the addictive properties.

Re: How do you make an addictive video game?

#3
Digging into the abstractions of life (with my admittedly non-medical non-scientific background) it seems that if you really boil things down it's all dopamine

Dopamine reward: Anticipation, something good happens, repeat

Addiction: Anticipation, something good happens sometimes, repeat

To answer the question from that standpoint, reward the player.. but not too much :)

Everything on top of that is there to get the person into the loop in the first place

Re: How do you make an addictive video game?

#5
post #2

The way you make an addictive anything: * Random, variable rewards, with the possibility for really great rewards. * In as many different ways as you can feasibly include. * Optimise for 'near-misses', which have been shown to increase the addictive properties.

> Random, variable rewards, with the possibility for really great rewards

The more I've thought about it, the more I realize that variable reward is a key component of fun. All of the most fun and successful games have it built in, even if you don't realize it. Does it have ranked match making? That's variable reward. Why do you think online chess is so popular now? The ranked match making gives you just enough wins to keep you hooked.

Re: How do you make an addictive video game?

#6
IMHO, links to podcast episodes aren’t super well-suited for HN. Text works much better here. And in this case, there’s not even a transcript AFAICT.

So what is the tl;dr? What are we supposed to take away from this podcast episode?

Re: How do you make an addictive video game?

#8
Make it easy to play "one more turn". Each turn only needing a few minutes is what causes players of turn-based games to suddenly find themselves still playing at 7am. The built-in "pause" in the game's action—with each turn accomplishing a discrete task—offers an automatic offramp out of the game, which makes it easy for players to decide that they will take that offramp after "one more turn". If gameplay were not so discrete, players would at some point just pause the game on their own and leave.

Re: How do you make an addictive video game?

#9
Then there is the classic Nintendo approach: "so you've put a lot of effort into this game? Well, you better keep coming back every day or we'll chip away at that".

- Animal Crossing: your island may become overgrown with weeds, villagers want to move out, some furniture will rust, your home will have cockroaches

- Nintendogs: the puppies will get very hungry and thirsty, they'll lose weight and stop recognizing your voice.

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