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Finding
#6: Happiness is a perspective.
Reason: A
recent study explained that the mid-life crisis happens when it does because at
that point in life, people have to face giving up their dreams. After and
before that happens, people are happiest in life. Before mid-life crisis,
people have hope. Why are they happy after giving that up? Because they reach acceptance
and appreciation of what they do have.
Application:
How can hardcore players pore countless hours into the same game? Could
it be that they have come to appreciate the nuances of a game down to the
finest details? Watching tournament gamers and competitive athletes, I see
similarities in their fervor. Both feel that outside from their in-game
triumphs, they have made mostly unique accomplishments that garner admiration
and reflect dedication.
And what about casual gamers? Could it be that
they enjoy their guild or bridge club as much as the game itself? Don't they
love the esteemed history of the New York Times crosswords, or being part of
the in-crowd with Simpsons Trivia? Of course, and there are also players that
take from both factors as well.
Designers who want happy gamers should see if
their work is conducive to appreciation. Super
Smash Bros. and the oldie-but-goodie LucasArts adventure games do wonderful
jobs of appreciating themselves first, and drawing players in with that
enthusiasm. It's great to play something that effuses self-celebration.
In Monkey Island, I
remember walking my character off a cliff in a game where you weren't supposed
to be able to die. I sat shocked at the Restart-Or-Quit dialog box that popped
up, when all of a sudden my character bounced back from below the screen,
landed on solid ground, and said "Rubber tree." I laughed so hard at
that smirk through the fourth wall, which not only turned punishment into a
gain, but also pulled me into a secret humor only gamers would get.
Be it the attention to realism in Call of Duty 4, or the genre
tongue-in-cheek of Puzzle Quest, we
love to see games reciprocate with the audience. Taste is less important than
confirmation when it comes to enjoyment. How else can I account for an
embarrassing love of the pompous, devil-may-care, adolescent style of the Unreal Tournament series, whose learning
CDs and free editing tools trains a proper fanboy out of me?
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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.