Reward-driven mentality
Because they have become conditioned. A subject who has come to enjoy and look forward to the pleasure response will do the most boring and tedious tasks over and over to get it, even if they have ceased enjoying the task. This condition will eventually break if the reward being given for said task is not proportional to said task.
Example: You are told if you kill 20 baddies, you will receive a +20% buff to your defense. Sounds good. This task can be repeated 5 times but will stop having an effect once you reach lvl 25. You'll do this. You'll do it all 5 times too. Why? The reward is proportionate to time and difficulty. Lvl 25 comes and the buff is no longer good for you. New task - kill 5 baddies, get a +30% buff to defense. Sounds better. Task can be repeated 3 times but will stop having an effect once you reach lvl 35. You'll do this. You'll do it all 3 times as well. Why? Your previous reward is no longer useful and needs to be replaced. The challenge seems easier with a greater reward. The key word is seems. What you don't know is that those 5 baddies are gonna be real hard, but, you won't notice. All you'll be thinking about is the reward. Eventually, the task will become a mundane chore that you'll probably hate. But you will keep doing it because at some point you have come to not only rely on that reward for its benefit, but also because the completion of the task has caused your brain to release dopamine. Dopamine is the happy drug your brain releases in response to pleasure/reward. See? Science is fun! |
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What I don't understand is the ones who DON'T enjoy them, but do them anyway.
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That's a patently false assumption. It's the classic chicken or the egg paradox. Most (if not all) people play a game in order to progress. Gratification is then derived from that postive progress. So on and so forth. When your character get to the next level, that's positive progress. When your character acquire a new piece of "gear", that's positive progress. When your characters stat points increase, that's positive progress. When your character finds a previously unexplored part of the game, that's progress. While individuals may place varying degrees of importance on that progress or the amount of gratification associated with it, it does not discount the fact that progress is being made. I would even venture as far as saying that few (if any at all) plays a game just to stay at level 1 forever and then also be satisfied with that ineptness.
There is no reward driven mentality, merely a satisfaction driven mentality. People will play the game they way that satsifsies them. If they are not satisfied they will stop playing the game.
I'd rather be playing characters that can progress visibly (e.g XP leads to level ups) than characters that can take a random step to progression depending if the Random Number Gods are cruel or kind, doing content that I've done before many times (e.g playing for 3 hours and getting 1 shard, when I need 20.)
It makes more sense (and is more fun) for me to spend 3 hours playing characters where I know that working leads to new powers and abilities, with a chance of random recipes and salvage, than spend 3 hours playing characters that just have a chance of random recipes, salvage and incarnate shards. (Inf is steady, of course, but inf can't get those shards.)
I don't understand this statement. Life is not easy and sometimes you have to do things you don't enjoy in order to get the result you desire. The same is true for a game. It's the reason why people have *goals* and is willing go through the potentially unsavory journeys in order to get there. Mind you, not all such journeys are tedious and boring, despite your penchant for interpreting it as such.
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Yes, different people want different things, and for those looking to work at a game, there's always Eve Online. But to me, using real life as an excuse why certain game systems are as if purpose-designed to be a chore and not fun is not a valid argument, at least in the context of making a good, fun game.
People are capable of convincing themselves that they want to do an activity that they don't want to simply because they condition their brains to associate difficulty with reward, even in cases where such rewards no longer exist. That doesn't mean games should be designed to capitalise on that, because it ruins the fun.
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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Time to put on amateur psychology hat here. I think its based on a rather simple thing most people enjoy. Being able to do something you could not earlier.
And rewards are a means to that. Whether the XP get you another level so you have a new power, or slots to raise it to the point you can one shot a minion...
Inf that grows till you can finally buy that thing you used to not be able to (goes for various merits as well)
Grabbing that recipe that pushes your recharge to even further ridiculous levels. (or regen or whatever)
Merits unlocking costume pieces you did not get to wear previously. Getting to go to Zones you were to low in level to survive in previously...
And with the incarnate system... potential to take on AVs solo, once its all released that is.
People like getting to do stuff they used to not be able to.
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Because they have become conditioned. A subject who has come to enjoy and look forward to the pleasure response will do the most boring and tedious tasks over and over to get it, even if they have ceased enjoying the task. This condition will eventually break if the reward being given for said task is not proportional to said task.
Example: You are told if you kill 20 baddies, you will receive a +20% buff to your defense. Sounds good. This task can be repeated 5 times but will stop having an effect once you reach lvl 25. You'll do this. You'll do it all 5 times too. Why? The reward is proportionate to time and difficulty. Lvl 25 comes and the buff is no longer good for you. New task - kill 5 baddies, get a +30% buff to defense. Sounds better. Task can be repeated 3 times but will stop having an effect once you reach lvl 35. You'll do this. You'll do it all 3 times as well. Why? Your previous reward is no longer useful and needs to be replaced. The challenge seems easier with a greater reward. The key word is seems. What you don't know is that those 5 baddies are gonna be real hard, but, you won't notice. All you'll be thinking about is the reward. Eventually, the task will become a mundane chore that you'll probably hate. But you will keep doing it because at some point you have come to not only rely on that reward for its benefit, but also because the completion of the task has caused your brain to release dopamine. Dopamine is the happy drug your brain releases in response to pleasure/reward. |
More than anything, though, that's one reason I always try to tell people to think of not just what they want, but if what they're doing right now is actually worth doing. It's all too easy to get attached to a specific activity just because it's familiar and because it feels necessary without stopping to think what it's necessary for.
The easiest example I can think of is the "next level" effect. It's the belief that, even though you really don't want to play the game any more, "that next level" will make everything so much better. Maybe it's a power you really wanted, more slots for something that's important to you, a new round of enhancements, or maybe just a simple one more level. People will be convinced that if they just work hard enough at that next milestone, everything will be well.
And it isn't. Well, it is for a while. A very short while. But before long, you find yourself right back to where you started, hating the process and looking forward for "that next level." And when you get that, it's great for a short while, and it all starts all over again. The moral of the story is that if the game ain't fun right here, right now, then a lot of the time it won't get any better with that next milestone. I know this more or less contradicts what I said before about progress being part of the game and skipping past unfun parts, but you have to remember that I'm talking about awareness.
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Something else I want to point to is the fallacies sunk costs and a paid price. Sunk costs are pretty evident - you've already put so much effort into a character, a level or an item, so it doesn't make sense to abandon it, even though it's no longer fun, so you keep working at it to the point where you hate it by the end. And once you already have the level or the item, you IMMEDIATELY forget the price you paid for it and judge it solely on its inherent value. This makes achievements seem a lot more worthwhile than they actually are, which is good for moral but bad for judgement, because you're liable to try and shoot for the same thing again, still unaware of the steep price.
I personally like to see things in terms of worth, that is a combination of the final reward's value against the method of acquisition's cost. Yes, a particular item may be great and valuable, yet at the same time not in the slightest worth it if the process of acquiring it is far too costly. Yet so many people see something they want and think "I want this!" rather than "Is it worth getting?" Sometimes this leads to greatness. Most of the time it leads to burnout and abandoned projects, and it makes people neurotic and stressed out about what should be, at the end of the day, a game we play for fun and pleasure.
*edit*
Before I forget: I find no shame in achieving a monumental goal, then turning around and saying "This was not worth achieving. I have it now, so I'll take pride in that, but I do not want to do this again."
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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While this is certainly true, it's also a question of self-conditioning. Generally speaking, these effects mostly occur to people in isolation, in the sense of people who only play one game and use that as the bulk of their entertainment. I say this because occasional breaks and motive checks tend to stifle this in a big way. When, for instance, someone is forced away from a game that has turned into a chore by real-world events, such as loss of Internet access for a few days, just to pick something random, that person may find he really hates the game when he comes back, having lost the conditioning but being faced with the same old crap. I know I swap characters on such occasions, myself.
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Video game developers know about this. Why do you think leveling up is flashy instead of subtle and behind the scenes? Why do you think XP is there? Video games, and in a slight stretch, games in general, pander to the human being's thirst for reward...MMO's have just perfected it
Why work at a job that you don't enjoy (for its own sake - ie, something you'd do as a hobby even if they didn't pay you)?
Because it gives you tokens that you can exchange for things you DO want.
Duh. This is basic, Claws.
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I personally like to see things in terms of worth, that is a combination of the final reward's value against the method of acquisition's cost. Yes, a particular item may be great and valuable, yet at the same time not in the slightest worth it if the process of acquiring it is far too costly.
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The assumption here seems to be that some significant part of the playerbase is miserable, and I just don't see it. Sure, people gripe and moan a lot on the forums, but that's just human nature -- they're blowing off steam or making a play for attention. We all have parts of the game that sometimes frustrate us or that we wish were different. But if people were fundamentally not enjoying themselves, they wouldn't be here.
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What I find puzzling is not that people respond in the usual fashion to a Skinner box, but that the developers don't seem to realize that their game trains their players to be reward-driven. It's kind of inexplicable to me that they are, time and time again, surprised that the player base tries to maximize rewards even when the maximum-reward path is not something that would necessarily be enjoyable without the incentive, and conversely that they neglect activities that do not have rewards attached. They even attach larger incentives to content that they acknowledge is inferior in quality. Why would you do that?
@SPTrashcan
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We all have parts of the game that sometimes frustrate us or that we wish were different.
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/shakes fist
What I find puzzling is not that people respond in the usual fashion to a Skinner box, but that the developers don't seem to realize that their game trains their players to be reward-driven. It's kind of inexplicable to me that they are, time and time again, surprised that the player base tries to maximize rewards even when the maximum-reward path is not something that would necessarily be enjoyable without the incentive, and conversely that they neglect activities that do not have rewards attached. They even attach larger incentives to content that they acknowledge is inferior in quality. Why would you do that?
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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.
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As long as EvilGeko continues to spend his hard-earned wages paying people to make Excel spreadsheet entries for him to spend years hunting down, and I get content created during the other 95% of their day, I don't see a problem.
Then again, I've been updating three separate alts to I19 builds lately, and I think even EG's eyes would bug out when he sees the level of expenditure on them (this is actually the first time I've spent more than about a hundred million inf on a build, and I'm blasting through pent-up influence like it was silly strings).
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That kind of misses ST's point, which is that the developers sometimes don't seem to get that they have created a Skinner box. They make a system which has moderate rewards if you play it the "right" way, but has better rewards if you abuse the game and in the process your own enjoyment, and then are surprised when people tend toward the latter.
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That kind of misses ST's point, which is that the developers sometimes don't seem to get that they have created a Skinner box. They make a system which has moderate rewards if you play it the "right" way, but has better rewards if you abuse the game and in the process your own enjoyment, and then are surprised when people tend toward the latter.
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@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
That thing is: Why are so many people obsessed with being rewarded