| Sean Parton |
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Interesting article, even if the conclusion is a bit morbid.
Now excuse me, as I proliferate my next game with loads of collectibles... |
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| Mike Siciliano |
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Nice article. Has an interesting opening and citations to some books that perhaps I should read. How about a few interviews with addicted, achievement-driven gamers though?
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| Z Z |
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Trophies and achievements are just a way to extend the game a little bit because they're a game themselves so it's like having a game within a game with every game that you play. All any game is is a set of objectives or goals, just like achievements. So there's really nothing new with achievements except that your total score is displayed to everyone. I wouldn't say this overall score is any depiction of skill and everyone knows that it isn't. The gamerscore holds no actual skill value to any player, people gain those things because they find them fun to try to get, not because they want to be better than others.
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| Bart Stewart |
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In this short analysis piece talking about people needing to collect things, I would say the most important words are these: "some to a greater degree than others."
I believe it's crucial for game developers to understand that, just as not every person is motivated by the same psychological motivation, not ever gamer has the same definition of what's "fun." Those who are motivated primarily by a need for security -- physical, financial, social -- are most likely to care about assuring that security through collecting things. In a game setting, these individuals will naturally look for activities with elements of ownership like having the high score on a leaderboard, collecting all achievements, and owning complete sets of high-end loot items. There are reasons to think that people with security-seeking and sensation-seeking motivations constitute at least 60-70% of the general population (at least in the West). As gaming becomes more and more a part of Western culture, it's not unreasonable to think that these proportions would apply to the population of gamers as well... and that seems to be the case. Achievers and Manipulators (whom Richard Bartle calls Killers) together appear to be a definite majority of gamers. But there are still meaningful numbers of people whose fundamental motivations are knowledge and self-growth, whose gameplay interests naturally run to system-discovery (Exploration) and emotional connection (Socializing) respectively. While most gamers may be entertained by gameplay content wrapped around competitive item collection or fast-paced twitchy excitement, making such forms of gameplay obvious targets for commercial game designers, what about the gamers who are completely uninterested in Collyer-like accumulation and Kneivel-like stimulation? I'm all for making games that feed the security-seeking desire of many gamers for amassing large piles of stuff, and the sensation-seeking desire of other gamers for high-adrenaline experiences. Those are perfectly valid playstyles, and obviously there's a good market for games catering to those playstyles. Happily, there are plenty such games available, with more being announced every day. I just hope the gameplay interests of knowledge-seekers and connection-seekers don't get forgotten completely in favor of coming up with yet another iteration on Skinner boxes. If there is a little Collyer in all of us, in some of us it's a very, very small part of who we are and what we enjoy. |
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| Nollind Whachell |
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For the most part, most Achievement systems within games today are nothing more than indirect competition mechanisms to reward individual bragging rights. What I would love to see is more community-based achievement systems however. For example, I believe WoW for one expansion had it so that certain materials had to be collected before a portal was opened to the new expansion area. Taken to the next level, it could allow community interaction via solo play, so that an individual could contribute and be recognized for contributing materials (i.e. collecting lumber to build a warship), or via guild play, so that a guild itself is recognized within the world for it's outstanding community achievements. And yes by achievements, I mean something much more so than what's seen within WoW, as most of those achievements usually don't influence or affect the gameplay in any way.
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| Raymond Grier |
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I've been one of those people obsessively trying to collect everything in my games for years. I remember my brother telling his friends a year ago how I don't give up playing a game until I've finished it, as if it was abnormal. Well now that most games have all this extra stuff in them, not always worth the time and effort and often the challenges are extremely tough or time consuming, I find I am no longer bothering with most of these extras. It's as if I'm tired of them, like the developers are tiring me of game play in general by tricking me into playing extras hours of uninteresting game time to fulfill those non-achievements.
the amount of extra content needs to be realistically tied to how fun the main game play actually is. If the main game play is only going to entertain me for a few days but the challenges might take weeks to finish, I'm not going to finsih those challenges adn I'm going to feel bad that they put extra stuff in the game that I can't access when they could have used their resources to do something more worthwhile for me. |
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