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Researchers found that people predicted their
future enjoyment better when they were forced to base their predictions on
other people's enjoyment. This also resulted in them actually experiencing more
enjoyment, even when they didn't know what they were supposed to enjoy! We
already know people suck at predicting their future enjoyment, but see how
external (or surrogate) experiences
are just as influential as our own opinion?
Therefore, we should train players to enjoy our
games, not just trick, cajole, or demand them to. It's hard to quantify this
last lesson, but the closest I can come is suggest we show players that a world
you create is fun even when players are not there yet. Let them want to join,
embrace them when they do.
Never tell them that what they've done in the game
doesn't meet the designer's "standards." Never give them rewards or
experiences that serve no purpose but as consolation prizes -- even those
should gleefully be part of the game. They won't love it if you don't, and if
they don't love it, they won't accept it. When they run out of things to
accept, they'll reject the game itself.
In Conclusion
From all these findings, we can distill the most
important contributors to game-related happiness, which are in no way
mutually-exclusive:
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Trust (between player and designer/system)
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Agency
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Acknowledgment
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Importance (of player, within "social" context)
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Fairness
These are not just generalities of gamer happiness,
but of human happiness in general. The only factor completely missing here is
physical health, and while I want to say that's really not our problem, hit games
like Guitar Hero, Wii Fit, and Dance Dance Revolution made it their
problem.
In some ways, game designers should compare
themselves to policy makers and relationship counselors. We are in the business
of enriching our players' lives. If we do it sustainably, we end up reciprocating,
and they will too. We should ask how the pieces of pleasure we prepare for them
will fit into their lives.
Unlike pleasure alone, happiness changes the players'
perspectives on how they fit into the game's "vision". When happy,
player satisfaction can turn into pride, and that translates to word-of-mouth
with deeper conviction, stronger fan communities, and a higher worth ($$$) associated
with the game. Happy gamers willfully continue to develop your game for you,
through culture, community, and loyal play. Pleasure makes for a great release
week, but happiness builds great franchises for years to come.
Suggested
Reading:
Stumbling on Happiness
by Daniel Gilbert
The Mind of the Market
by Michael Shermer
The Happiness Myth: Why What We Think Is Right Is Wrong
by Jennifer Michael Hecht
Economics and Happiness: Framing the Analysis
edited by Luigino Bruni, Pier Luigi Porta
Happiness: Lessons from a New Science
by Richard Layard
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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.