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Finding
#3: People rationalize their happiness.
Reasons: Studies
indicate we hate to regret our decisions, and regret inaction more than poor actions.
We are good at rationalizing reasons for the latter to make ourselves feel
better. Conversely, we don't like having good things that happen to us
explained, as we like the freedom to indulge in all sorts of rationalizations
for how we caused some sort of good luck.
Application:
While the lesson here seems similar to the last one, exceeding player
expectations is slightly more interesting. When I played Mass Effect and chose an "evil" response in a
conversation, I was happily surprised when my character didn't just spit out a
canned angry line, but threw the poor alien against a wall and held a gun to
its head. I felt like I had cleverly chosen a line that perfectly matched my
alignment.
Be careful not to abuse this phenomenon. Too much
surprise becomes confusion. Most feedback should still be a direct
acknowledgment of player skill or dedication, or just as a reaction to input. Designers
already know that.
However, when the situation is right, give them positive
feedback that allows an open interpretation, such that they can ruminate on whatever
vainglorious achievement they did that was responsible. Pick a random player stat
like number of bunnies slain, slap it on an [insert weapon] of Bunny-slaying,
and give it to the player. They will brag to everyone about what they think
they did to deserve it.
Finding
#4: People tend to experience loss twice intensely as gain.
Reason: Scientists
believe we are biologically primed to have greater loss aversion than a desire
for gains. Why do we hold on to losing stocks, telling ourselves it's not a
loss until you sell it? There are innumerable theories as to why we have
evolved this way, but so strong is this factor that we also tend to expect
greater rewards for delayed gratification. Would you rather have $50 now, or $60
next year (forget inflation for a moment)?
Application:
Ameliorate and justify punishments. Similar to the presentism finding, people tend to remember their recent
experiences more strongly, and that affects their happiness more. Filmmakers
discovered that whether or not someone liked the last scene of a film is highly
influential in how much they liked the whole film in retrospect. Similarly, the
hype surrounding a film quickly causes a so-so movie to become a terrible one
when it fails to match expectations.
Two games that handle the design taboo of frequent
deaths well are Super Smash Bros. and
Resident Evil, where dying is almost
as much fun as succeeding because the player is primed for it. In the first,
the player becomes part of the hilarious chaos onscreen, and in the second, it
fits the survival theme.
It is worse to set-up an exciting situation and
not resolve it satisfyingly than to have never set it up in the first place.
Imagine being told you won the lottery, but then it turned out it was a
mistake! You get an apologetic $100 only to find out the winner was your
neighbor. You had a net gain, but you aren't going to be very happy since "losing"
the lottery is you present state.
Another tactic to reduce pain is to do what
casinos do and surround loss with pleasure. See -- there is a use for pleasure!
They surround players with a rewarding environment (comps, drinks, sounds, showgirls,
etc.) that acts to positively reinforce financial loss. That's why modern digital
slot machines emit clinking sounds despite how gamblers swipe a credit card
through now.
Big gory deaths in your typical FPS stimulate the
nucleus accumbens, the part of our brain that gives us dopamine-powered orgasms,
and it also happens to be activated by the anticipation of pleasure. Stimulating
it can prime players into accepting more risk.
Failure
in WarioWare is just as fun as
winning, more so when you make a fool out of yourself doing it.
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The other big problem is that due to the nature of MUD PvP combat, winning a fight isn't really a matter of being most skilled at using the right commands, but more a matter of being the best at creating or obtaining the right scripts to automate the avatars responses to an attack by another player. Additionally, since the game was based on alignments and competing cities, an attitude of fostering your opponents to be as good at the game as you are doesn't exist resulting in a fairly frustrating experience if you don't have access to support in the form of more experienced players who are part of the same guild/city/alignment as you.
Great read.