Reward-driven mentality
There are two things that come to mind, instant gratification, and its a bit of a stretch but self worth.
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I've wondered the same thing. I play for fun, the rewards are just a side benefit.
It's a virtual material world these days.
I'm somewhere in the middle of it all. I do like my rewards, but I play for fun so I don't do anything that I find boring even if the rewards would be way better than doing fun stuff. For example, farming is incredibly boring so I don't do it even if the rewards can be high. Then again, those rewards help make this game more fun for me. This is the only MMO I know of that lets your characters be absurdly powerful and I like it, but to take them to that level you need rewards. So yeah, I do prefer doing stuff that gives rewards but I won't go out of my way to do something boring to get them.
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Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Why are video games, and MMOs in particular, so different?
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To the Devs of an MMO, complaints about drop rates or grind sound like: "you have successfully persuaded me that I want your game's rewards. I will continue paying you every month and logging into your game, no matter how little fun I have there." It is the sound of a satisfied customer - or another success of your addict-creation strategy, depending on how you look at it.
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I wanna start out that I agree with you on fun being its own reward, and I remember when I first started playing, and no I had no thoughts about purples, or any other drops, but as I continued to play, I met people who had these things, and saw how awesome their toons were, and how easily they could run though TFs and things, that I struggled with. They gave me something to aspire to, and that is why I started to want these things.
I don't really know if things are much diffrent in RL than in GL, There are the obvious diffrences yes, but on the desire for rewards, not so much. There are many out there who do go out with friends, and bowl without being poor sports, but you do have people out there that just get pissed if they don't win. That is what it all comes down to, winning. If you get a good drop in here, it's like winning something. I think most people compete with each other daily. In RL it's not purples they want, it's the best clothes, the best job, the best cars, the newest gadgets, and if they don't have these things they complain about it, just like here.
Now, as for there being no reward for playing catch with your son? The reward is the look on your child's face while he's having fun with you, the knowledge that you are teaching your child, something he can pass on to his kids, and the memories you are making with him, you know that when he grows up you can always look back at that time the two of you spent together playing. It is not the same reward as a trophy, but is possibly a much better one.
That thing is: Why are so many people obsessed with being rewarded for the time they spend playing City of Heroes?
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Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun. |
Look at anything else you do for enjoyment. Lets say you enjoy bowling, for example. When you go out bowling with your friends, you're going out for the express purpose of going bowling. Having fun while bowling is it's own reward. You don't get upset that you didn't get a trophy for it, you had fun bowling and that was the point of doing it. |
Why are video games, and MMOs in particular, so different? You would think that it would be the same. If you go bowling to have fun, why wouldn't you play video games for the same reason? |
But I see a lot of people saying that they are playing to get the rewards associated with it, and complaining when they feel that they aren't getting them fast enough. That would be the same thing as going bowling and getting upset that you didn't get a trophy at the end of the night. |
What happened to the fun? Why do people feel the need to be rewarded for entertaining themselves? You don't expect a reward from watching TV or a movie. |
You don't expect a reward for playing catch with your son (or dad, as the case may be). |
You don't expect a reward for going bowling |
, or hanging out with your friends. |
In all of those activities you do to entertain yourself, the fun you have while doing it IS the reward. Why is a video game so different? |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
The numbers game is fun to me. The one running it all behind a shiny GUI - the rules are not particularly complicated. With tools like Mid's available for helping with calculations the game has become to get an idea for a concept, pinning the numbers on what it *should* do and then acquire what's needed to actually see your idea in play.
Having done the regular content so many times, watching ideas spring to life is more fun and more rare to me than say a task force, a completed story arc or that cave with Council that you just cleared out that now contains boatloads of Circle of Thorns since you turned your back for a second.
The methods of having that idea brought to life takes a lot more invested time than level to 50, for instance, if you only play the numbers game with the pretty GUI. If that's what you enjoy, the only way to make the trip shorter while still entertaining is to increase the ratio of rewards over time unit invested. Everything becomes the means to an end, to finally beat that numbers game.
That's why I find myself running tips and task forces a lot of the time I'm in-game even if there are a lot of fun stuff to do in the AE that are more related to story-telling. There will be time for those things once the numbers game has been completed for the characters I bother to take it up with.
Personally i don't worry about maximizing rewards except to the extent that i use them to enhance my fun. On some runs i'd rather get inspirations than salvage or recipes since they directly fuel the path of destruction i'm carving through the mobs.
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Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun.
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I love drops. When you're a lowbie, they're all fun because, ooh, a Luck Charm, I'm rich! Or even better, a -KB global! AWESOME! And then at higher levels, there are even more cool recipes, and purples, and now shards.
My favourite game of all time had a constant flow of equipment drops, each one holding out the tempting possibility that it might make my character a *tiny* bit better. (Also, it had fireballs, which is the other reason CoX is brilliant, of course. Fireballs at level 2.)
For me, the possibility has to exist for something nifty to drop from each mob. I want to know that the next minion I fireball might give me a purple. I don't think I'd like the kind of game where the really good stuff only ever drops out of the boss's pocket at the end. I like shards more than component drops because shards have that anticipation to them, while I know what I'm getting at the end of the TF.
Basically, I'm a great target for a certain style of game. If the pellets are shiny and the rewards intermittent, I will keep subscribing to press that lever until the end of time.
This is so true. Imagine if some of the pins split open when you hit them and had cool stuff inside!
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Now, in my opinion, if getting the next goody is your sole reason to play the game, you're doing it for the wrong reason. An example of that would be the people who despise farming, but do it anyway for the rewards it gives, and then complain that the activity they don't enjoy isn't rewarding them fast enough. If you're not enjoying the time you spend entertaining yourself, what's the point of doing it?
A lot of people are seeing the whole Incarnate system as just another grind to get the newest shiny.
I see it as something new to do with my level capped characters, some of which I had forgotten how much I enjoyed playing. I fully expected my main to be the character I had the most fun with running that stuff. Much to my surprise, I'm having more fun with a scrapper that had been collecting dust for the past 8 months. It didn't feel like a grind just because I was enjoying playing the character again, and didn't really care how fast I collected shards.
Now, I understand that different people find different things fun, so I suppose what I'm really asking is why so many people keep saying "This isn't fun!" and then they keep doing whatever it is anyway.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Now, in my opinion, if getting the next goody is your sole reason to play the game, you're doing it for the wrong reason.
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Now, in my opinion, if playing together with friends who live far away is your sole reason to play the game, you're doing it for the wrong reason.
Now, in my opinion, if making cool heroes with the character creator is your sole reason to play the game, you're doing it for the wrong reason.
Now, in my opinion, if getting all the badges is your sole reason to play the game, you're doing it for the wrong reason.
Now, in my opinion, if fighting other players is your sole reason to play the game, you're doing it for the wrong reason.
...nope, all of those make you sound like a jerk.
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There's got to be a carrot on the end of the stick or people just aren't going to do it. Why waste your time and efforts for nothing really?
MMORPG's in particular. The rewards vary from small to great depending upon how hard the task. Most people get a sense of acomplishment and gratification.
Why is WOW so popular? Because they understand the carrot on a stick policy all too well. Just look at their model. They roll out the next tiers of armor every 6 months to keep people in a constant gear grind. Why else would millions of people run the same dungeons over, and over, and over, and over. Not because they are enthralled with the content. They have to do it for the rewards.
On a different level COH has great missions and stories. But there is little to no carrot. I'm rolling in influence, shards, have a multi billion influence base and really have nothing left to do except reroll and do it all over again. Repetition without rewards is dreadful.
MMORPG's are an extention of yourself. Lot of people play them to escape the realities of life. They play them to do things they can't in real life. They want their character to become more powerful and naturally gain attachments for these characters. Most want to keep improving their character forever- but when they hit a dead end with no rewards. They get bored and cancel accounts.
COH seems very much designed to pull in new players and not really maintain subscribers. The COH experience is pretty much leveling up to max and the only thing left is rerolling or replaying missions without any inscentive. Just look at GR. Sure the 50's were thrown a bone with the ability to change to her/villain/rogue. But the vast majority of the content is leveled at gaining new players with a superior 1-20 experience.
Rewards are very important. People play MMORPG's for many different reasons. Social or whatever. But without rewards it's just a glorified chat room.
It was an example of something people do for fun, where having fun doing it is the entire point of doing it. Whether you personally enjoy bowling is not relevant for the illustrative purpose of it being used as an example. I happen to like bowling on occasion, so it was the example I chose.
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Now, in my opinion, if getting the next goody is your sole reason to play the game, you're doing it for the wrong reason. An example of that would be the people who despise farming, but do it anyway for the rewards it gives, and then complain that the activity they don't enjoy isn't rewarding them fast enough. If you're not enjoying the time you spend entertaining yourself, what's the point of doing it?
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What happened to the fun? Why do people feel the need to be rewarded for entertaining themselves? You don't expect a reward from watching TV or a movie. You don't expect a reward for playing catch with your son (or dad, as the case may be). You don't epect a reward for going bowling, or hanging out with your friends. In all of those activities you do to entertain yourself, the fun you have while doing it IS the reward.
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What, then, am I supposed to have fun doing in-game? Honest question here. Roleplaying? Just flying around the city? Chatting with friends? Making costumes? None of those technically require a game complete with a combat system to achieve. The only part of the game which requires the full package is combat, so are you suggesting I should just fight things and not worry about rewards? Because if that's the case, I pose the following question to you:
Why would I play a character I enjoy and can't progress on when I can play a character I enjoy and CAN progress on? Because I like the character so very much? I have plenty I enjoy so much, not all of whom are level 50.
I'll tell you what I enjoy about the gameplay in City of Heroes: I enjoy starting the game at a relatively moderate to low level of power, and I enjoy the journey during which I acquire new abilities, face new enemies, expand the character's concept and become stronger. I enjoy starting a game at the start and progressing until I reach the end. That, to me, is what a game constitutes. A "game" which lacks this is nothing more than a sandbox, and a sandbox is inherently boring and uninspired. As Yahtzee puts it, "Basted on the term 'game,' this assumes that gameplay limitations is what I wanted." I want gameplay which engages my attention and takes me through a journey, not an empty yard for me to fool around in, and that journey requires progress. And when that progress is so slow that I may as well never bother lest I die of old age before I make any headway, then that is a problem.
City of Heroes is a fun game, but were I locked at a single level with no ability to do anything but the same old stuff I've done dozens of times before, it would be fun for only a short while. Thus, progress of some fashion is required, and the Incarnate system - provided it has any meaningful content to it - offers just that.
Saying that people should just "enjoy the game" even though they can't make any progress is like saying you should enjoy bowling if all you ever do at the alley every time you go is sit in a five hour queue until it closes and you're told to come back the next day. Sure, it's fun to hang out with friends at the queue, but if you never got to actually bowl, then it was a day completely wasted.
"Rewards" in a video game are nothing more than a gameplay element. Chasing them, getting them, using them and moving on is part of the gameplay and part of the fun. You can't take them out of the game and into the real world, so to claim that people want to be "rewarded for having fun" is facetious at best and dishonest at worst. We don't want to be "rewarded." We want to play the damn game.
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And you know what the worst part about this whole thing is? I'm probably the least reward-driven person out there, and yet you're making me argue FOR reward-driven gameplay.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I've often wondered the same thing, and frankly I can't understand it either. I think a large part of it relates this:
Originally Posted by DSorrow
This is the only MMO I know of that lets your characters be absurdly powerful and I like it, but to take them to that level you need rewards.
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In my personal opinion, this type of thinking is flawed because it bases your performance as a character on what IOs you have. Many others have acknowledged that it's not just your IOs, but your build, and furthermore not just your build, but how you actually play your toon. I've seen posts where people have insanely expensive builds that will do nothing for them according to what their stated goals are for the character. I've also seen players with solid builds that other players made for them, but still don't have a basic idea of what their powers do.
This isn't to say that everyone who wants/has expensive IOs subscribes to this kind of thinking either. However, the people who don't likely don't experience the same kind of urgency for getting drops because they acknowledge there's more to the game than simply having these items. I personally have some pretty expensive builds for some of my characters. For me though, a large part of why the game is fun is that I like to challenge myself on how to use my powers more effectively. Even with years of experience, I find there's always something new I can think of. I very rarely worry about how many merits I'm earning because they are a byproduct of what I'm doing, which is having fun playing with my friends.
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Ah, another "People who play the game differently from me are wrong!" thread. It must be Tuesday.
Really, the "point" of bowling is to hang out with your buddies (and drink beer). Bowling in itself is not that interesting, as evidenced by the fact that no one ever goes out and does it alone.
CoX, though, is interesting in itself, and is fun to do solo (much as some people would wish it otherwise). Part of the fun is in growing and developing your character, which requires a certain amount of loot-gathering. In many cases, specific content (costume pieces, accolade powers, contacts) is gated, and requires some grinding to get to. This, of course, is an intentional time sink, meant to keep you playing longer. Players grudgingly accept this, and push through the less-fun (if only because of the repetitiveness) bits in order to unlock things they will enjoy.
Taking a stroll through the Shadow Shard is fun, because it's cool-looking. Circling it enough times to kill 100 Overseers becomes a little annoying. But it unlocked that bitchin' Rularuu shield with the eyeball on it, which suited my character perfectly, and makes me grin every time I see it. I decided it was worth the effort, so I went for it. There are other things in the game I would like to have -- the Field Crafter portable table, for instance -- but decided that it really wasn't worth the effort required. So I grumble a little and live without it.
Whether the payoff for the Incarnate System will be worth the grind remains to be seen. Based on what we've gotten so far, I've just about decided to opt out. But maybe down the line, some really groovy reward or interesting storyarc will be added that catches my eye enough that I'll be motivated to push through the annoying prerequisites to get to it.
If you really think rewards aren't important, roll up a new alt, immediately turn off your XP, delete every drop you get, don't spend any of your Merits, and give away all your INF to random strangers. Then come back in six months and tell me how much fun you're having.
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It's all about the hamsters. You perform an action that produces a pleasurable response, you will continue to perform that action even when the pleasurable response takes longer and longer to achieve - further down the time line when this response is achieved in only, say, 1 out 20 attempts, the scale of the pleasure is adjusted accordingly. People like pleasurable responses and given enough of them early on will want more and more and more.
Ever notice how the early levels fly by so quickly but later levels tend to last longer? You got hooked in the beginning. Little tastes.
Notice how the best/most visually attractive powers don't come until much later?
Designed to look within your reach.
Any creature with more than two brain cells to rub together can be easily modified to want more pleasure and we are certainly no different than hamsters in that aspect.
In my personal opinion, this type of thinking is flawed because it bases your performance as a character on what IOs you have. Many others have acknowledged that it's not just your IOs, but your build, and furthermore not just your build, but how you actually play your toon. I've seen posts where people have insanely expensive builds that will do nothing for them according to what their stated goals are for the character. I've also seen players with solid builds that other players made for them, but still don't have a basic idea of what their powers do.
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On the flip side, trying to quit rewards with the same mentality that one might try to quit drinking is even more damaging to gaming as a whole, because most games really come down to challenges to overcome and the progress those bring. Especially RPGs are designed to mimic the adventure and growth of a character or a party. It starts our hero as the everyman underdog, and progressively depicts him getting better, stronger, more skilled, more talented and generally more awesome, compressing years of a character's life and adventures into mere hours, giving us a hero's journey from a fledgling child into a veteran heroic figure.
As such, that sense of progress, be it expressed through the acquisition of gold, experience, drops or badges for specific milestone events is central to the purpose of said games. To take one level of the hero's career and endlessly repeat that is akin to watching only a single episode of a long-running show over and over again. It might be a fun episode, but it lacks the feeling of growth and maturity that the entirety of a whole series offers.
Trying to make people quit rewards is futile, not only because it ain't gonna' happen, but also because we don't WANT it to happen. Yes, games are fun when left to idle, but allowing a player to enjoy himself AND letting him progress at the same time is the mark of a good game. It's only terrible when a game is so-designed that players want to do one thing, but are forced to do another in order to progress, turning things into a cost-to-benefit mentality where it really shouldn't be one. People want to play around with the good stuff, but people also want to play around per se. Letting them play around AND eventually get the good stuff while doing so is the video gaming equivalent of eating your cake and having it, too. And isn't that what we play games for?
In my personal case, "what I want to do" is run regular-content missions which let my character show off and thereby boost my enormous ego. However, Incarnate Boosts give my character more power, thereby also boosting my ego. I want them because of it, but the only real way to get them as of right now is to play very hard, very demoralising TFs that I really don't want to. I'd LIKE to do what I want to do AND gain Incarnate status at a non-glacial pace, but I can't, so my recourse is to do something I don't want to do for the sole reason of earning rewards. And as long as I'm forced to do something I don't want to do, HELL YEAH I'll want to get the best mileage out of it, just to make it worth the "effort."
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Bowling has points. You can most certainly bowl competitively and work to reach higher and higher scores. You can also choose to play without caring about the points. (But who hasn't cheered on getting a strike?)
The same goes for baseball. The same goes for any sport, any video game. Some folks find their fun in playing socially without minding the score, some find their fun in increasing their score. Why is one better than the other?
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I'm along the lines of what some have touched on.
I started to play the game because I was interested in CoH (back in the closed beta days). When I first logged in and made a toon I was amazed at the amount of customization you could do and you could choose different powersets that all sounded cool!
I played to look at/play with the powersets/powers which means I was playing to "get to the next level."
Now that I have 20+ lvl 50s (only 2 non-50s atm), there's "nothing" to do...sure there are some powersets I haven't played but to be honest, I don't really want to play them...they are "old" to me and "blah"....I want new powersets!
If the devs released new powersets for each AT like every 3 months or so I'd be excited and probably 'good for now'. There are quite a few of my 50s that still have SOs or just missing a lot of enhancements because once I hit 50 "I'm done" with that toon and just too lazy to log them in for the most part.
I want new powers, new things....I don't necessarily care about content (although always nice to have) but give me new powersets and I'd be at least happier
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Ah, another "People who play the game differently from me are wrong!" thread. It must be Tuesday.
... If you really think rewards aren't important, roll up a new alt, immediately turn off your XP, delete every drop you get, don't spend any of your Merits, and give away all your INF to random strangers. Then come back in six months and tell me how much fun you're having. |
JKCarrier said everything I wanted, but with much less sarcasm than I would have used (which is probably for the best).
d
I played to look at/play with the powersets/powers which means I was playing to "get to the next level."
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Characters are fun, yes, but they're more fun with more powers, more abilities and a more epic story behind them.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Something has been bothering me slightly for a while now.
That thing is: Why are so many people obsessed with being rewarded for the time they spend playing City of Heroes? I see complaints about the drop rate of Incarnate Shards, purples, and any other thing that you get while you're playing, and I can't for the life of me figure out why it is so important that people get these things. Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun. Now, when I read the forums, it seems that for a lot of people, the amount of fun they have is directly connected to the amount of rewards they get while playing. Look at anything else you do for enjoyment. Lets say you enjoy bowling, for example. When you go out bowling with your friends, you're going out for the express purpose of going bowling. Having fun while bowling is it's own reward. You don't get upset that you didn't get a trophy for it, you had fun bowling and that was the point of doing it. Why are video games, and MMOs in particular, so different? You would think that it would be the same. If you go bowling to have fun, why wouldn't you play video games for the same reason? But I see a lot of people saying that they are playing to get the rewards associated with it, and complaining when they feel that they aren't getting them fast enough. That would be the same thing as going bowling and getting upset that you didn't get a trophy at the end of the night. What happened to the fun? Why do people feel the need to be rewarded for entertaining themselves? You don't expect a reward from watching TV or a movie. You don't expect a reward for playing catch with your son (or dad, as the case may be). You don't epect a reward for going bowling, or hanging out with your friends. In all of those activities you do to entertain yourself, the fun you have while doing it IS the reward. Why is a video game so different? |
Often "fun" is the reward of an activity but also fun is often predicated upon success of the activity.
Video games are setup like gambling to feed out rewards to create the fun so they are designed to be this way.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Bowling is boring. Bowling would be awesome if you got levels and loot.
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Strikes and spares and scoring are also cool but not as cool as pins flying up the lane back at you.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Something has been bothering me slightly for a while now.
That thing is: Why are so many people obsessed with being rewarded for the time they spend playing City of Heroes?
I see complaints about the drop rate of Incarnate Shards, purples, and any other thing that you get while you're playing, and I can't for the life of me figure out why it is so important that people get these things.
Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun.
Now, when I read the forums, it seems that for a lot of people, the amount of fun they have is directly connected to the amount of rewards they get while playing.
Look at anything else you do for enjoyment. Lets say you enjoy bowling, for example. When you go out bowling with your friends, you're going out for the express purpose of going bowling. Having fun while bowling is it's own reward. You don't get upset that you didn't get a trophy for it, you had fun bowling and that was the point of doing it.
Why are video games, and MMOs in particular, so different? You would think that it would be the same. If you go bowling to have fun, why wouldn't you play video games for the same reason?
But I see a lot of people saying that they are playing to get the rewards associated with it, and complaining when they feel that they aren't getting them fast enough. That would be the same thing as going bowling and getting upset that you didn't get a trophy at the end of the night.
What happened to the fun? Why do people feel the need to be rewarded for entertaining themselves? You don't expect a reward from watching TV or a movie. You don't expect a reward for playing catch with your son (or dad, as the case may be). You don't epect a reward for going bowling, or hanging out with your friends. In all of those activities you do to entertain yourself, the fun you have while doing it IS the reward.
Why is a video game so different?
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.