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The Pursuit of Games: Designing Happiness
 
 
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Features
  The Pursuit of Games: Designing Happiness
by Lorenzo Wang
6 comments
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May 27, 2008 Article Start Previous Page 5 of 6 Next
 

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.

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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?

 
Article Start Previous Page 5 of 6 Next
 
Comments

Eric Diepeveen
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Great article! Thanks

Andrew norton
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Good theory to learn from, especially for those that maybe interested in designing games.

Robert Farr
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Co-incidentally I've come across number 4 (Experience of loss) before in an old text based MUD where being a player inexperienced in the ways of combat could be rather painful, in the sense of getting regularly jumped by other players... The defeat would generate a combat log (If the logging is turned on) that can allow the new player to learn how to react various attacks and therefor gain something from the defeat. This wasn't without its flaws of course, though there was an escape from this jumping in the form of pacifism, a player would first need to be generating logs and be willing to participate in this slow process of gradual improvement via learning through defeats.

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.

B N
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"...points out that the success of capitalism..." made me laugh.

L.B. Jeffries
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You know, if a designer was to sit down and try to figure out how to make a truly horrifying and scary game, this essay would be an excellent guide as well. Except you break all these rules instead of obey them. It might turn things a bit David Lynch, but I think video games might be ready for their 'Eraserhead' anyhow.

Great read.

Girl Games
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I was really surprised to find how addicting online flash games are. Having play other games like WoW, I figured I would be bored with the smaller online flash games, but their creators obviously know what they are doing.


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