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But to address player happiness in a game with
frequent loss, you'll need to end them on a good note. When players die in your
game, use it as an opportunity to praise how long they made that life last, or
offer some cool tips, or let them retain some of their items/experience gained.
Make failure funny, dramatic, or informative. Give
players a glimpse at an enemy's weakness. Don't just focus on the experience of
winning, as they need to always walk away feeling they've made some sustained
gain. Then they'll be as happy as they are pleased.
Finding
#5: Feeling in control is a significant predictor of happiness.
Reason:
Ex-Federal Reserve chairman Alan Greenspan points out that the success
of capitalism is almost entirely beholden to one innovation: property rights.
When people feel they can trust the system and the reliability of their own
actions to safely produce lasting results, they engage life much more
positively. The simple word for this is "hope."
Optimism has powerful effects on our mental
well-being, and since humans are ordering, rationalizing beings, we need to
know that we can safely pursue an objective without being tossed around by
capricious and arbitrary consequences. Studies show people are willing to pay a
premium for the ability to have more choices, regardless of whether those
choices result in better actual gains.
Application:
Optimism is so powerful that one study showed it influenced luck.
People who classified themselves as unlucky took longer to find a positive
message buried in text than those who thought themselves lucky, sometimes
missing it completely even when the message was in a huge font! "Lucky"
people found it in seconds.
You may think you've built in many player-pleasing
features, but if they don't feel it, they won't agree. Take class balance debates
in World of Warcraft -- the "cheapness"
many players complain about usually has more to do with feeling robbed of
control (stun-locks, fears, polymorph) than actual statistical unbalance.
Maximize their experience of your design, by making it accessible, not
voluminous.
Great game mechanics give us hope, even when we
fail. Remember how some games keep you thinking of new strategies and tactics
long after you've stopped playing? Emergent gameplay evolves from optimistic
problem solving. A couple DON'Ts are called for here...
DON'T take a player's powers away
without a good explanation, replacement, or promise of such. DON'T give
players inconsistent control schemes. And DON'T let them fail in the
same ways despite their best efforts at different approaches. DON'T ever
put them in the position of disgusted regret (where they feel an irreversible
loss).
We have no excuse not to use this finding
obsessively. Not only is it important to happiness, but it is great at
generating pleasure. The parkour of Assassin's
Creed, the world of GTA that is
basically a city-shaped weapons locker, or the omniscient eye we have in The Sims and StarCraft, these are tools for players to act out (or subscribe to)
fantasies with. They provide instant positive feedback along with long-term
empowerment.
The Roller Coaster Tycoon series made it fun to be in control... of fun!
I want to clarify that giving players control is
not the same as making everything predictable. Make it clear to players that
something that happens against their will is part of the game, not punishment
for playing in an unintended way. Remember that sneaking in something they can
rationalize contributes to the feeling of control. Ask constantly what can your
player "see" at this point in your game -- do they have (or know
where to get) new ideas for play?
A game is a contract between a system (designer)
and an agent (gamer) that asks the agent to accept the rules to get at the meat
of the experience offered. The agent should be the one playing. When the
designer plays the gamer, trust is lost. Therefore, rules should be consistent,
and when new ones are introduced, they should nuance (not violate) what the
player has learned so far. The same goes for governments.
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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.