The other side of satisfaction is dissatisfaction. It can be a useful tool. “Now, Alex, why on earth would you ever want players to be dissatisfied with your game? Isn’t that defeating the whole point of a game? Games should make people happy!”
Actually, that’s completely wrong. Games that only make people happy have a short lifespan. Eventually, the amount of positive stimulus you have to give the player eventually exceeds the production capabilities of your game. Bayonetta is a wonderful example of this.
I greatly enjoyed Bayonetta. However, the game grew linearly in both difficulty and epicness. The reaction times required to beat each incoming boss also increased. The result was that my hands were seized up in painful cramps that forced me to regularly put the game down. Furthermore, the story events that took place in the game keep accelerating into absurdity. Youtube “Bayonetta Final Boss” if you don’t care about spoilers.
Useful Uses for Negative Reinforcement
Higher Level Uses for Negative Reinforcement
Negative Reinforcement can Backfire
The LFG/LFR/LFD systems all use it – granting you a ton of rewards for the first completion of a dungeon, raid or battleground. Then far smaller rewards for continuing to play.
Michael Heiberg says
An interesting sub-point: When using negative reinforcement to discourage behavior, it’s vital to firmly connect the reinforcement to the behavior. If players don’t understand why something bad has happened, they won’t know how to avoid it.
PS – I’m loving the blog. Thanks for taking the time to organize all of these awesome thoughts. 🙂
Ceej says
This post makes me think of the Bloodlord Mandokir fight in ZG as an example of negative reinforcement being extremely confusing. I remember the first time doing that fight and getting decapitated I was so confused. With death being one of the biggest penalties in wow (at least during an encounter) the first time I got decapitated I spent the next few minutes trying to figure out what in the world I had done wrong to cause this penalty.
I often try to think about things from the persective of a hyper casual player who doesn’t study the game or research anything. Luckily my mom plays wow, and nearly everything confuses her. So that’s generally an easy litmus test. But I think about that same situation and how it confused me, an experienced player, and I wonder what in the world my mom would have thought in that situation. Would she ever have realized that this was NOT negative reinforcement and instead the use of death as a mechanic?
Rich Van Gaasbeck says
I would add “never punish a player with negative reinforcement for game defects”. For instance if a player randomly disconnects during a PVP scenario and receives a debuff that prevents rejoining it won’t take many of those before the player abandons the game entirely.
TDawn Maddox says
Also, loving the blog. Keep it up! 🙂
Steven A. says
Alex, your blog is awesome. I’ll say it again: It’s concise, clear, and concrete. A world of difference from most blogs written by “game designers.”
FF3 LockeZ says
The only real difference between negative reinforcement and a lack of positive reinforcement is the player’s expectations. If they expect something, getting it feels meaningless, but not getting it feels like a punishment. If they don’t expect it, though, then failing to get it doesn’t feel like a punishment any more – it just feels like the standard game. Unfortunately, controlling the player’s expectations can be pretty difficult…