Mists of Pandaria is releasing next week.
I’ll be very busy for the next few weeks, so check this post again later to see when I’ll be resuming updates!
The Secrets and Stories of Game Design
by Xelnath
Mists of Pandaria is releasing next week.
I’ll be very busy for the next few weeks, so check this post again later to see when I’ll be resuming updates!
by Xelnath
Most people would say they want a life full of positive experiences. “No hardship, much wealth, health and general success.” In their minds, this is true – they always want to follow the path of least resistance. However, it is not the way to make people happy for an extended period of time.
Not sure what D&C is, but this picture rules. |
by Xelnath
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.
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.