<x:document xmlns:x="http://local/" class="gameprog" site="xenon" title="Addictive Games">
<address>Author: Bryce Koike</address>
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<p>
From rec.games.programmer:
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<p>
From: <a href="mailto:bkoike@pacbell.net">Bryce Koike</a><br/>
Subject: Re: Addictive Game, what would you recommend?<br/>
Date: Mon, 28 Jul 1997 05:12:06 GMT<br/>
Organization: Pacific Bell Internet Services<br/></p>
<p>
Mighty Quinn wrote:<br/><em>
So if you had to take a game that you would become addicted
to, what would your ideal game have, that would keep you
glued to the screen for hours, while skipping lunch and
holding phonecalls for ?
</em>
</p>
<ol><li>
<p>
The game needs to have many payoffs starting early in the
game.  These payoffs need to come regularly and can't gift
players with godlike capabilities.  In SimCity this was
simply the ability to keep expanding the city, etc.  In
Diablo this is getting new levels and just a handful of
points to increase stats -- enough to help you at the next
level, not enough to make a serious difference in your
capabilities.
</p>
</li><li>
<p>
Flexibility.  I should be allowed to tackle problems as I
see fit and not follow a linear plot.  In fact, any sort
of strict plotline is probably going to hurt a game that's
designed to be addictive.  You can have a loose one, or
one that defines the end goal (arguably, Diablo has a
plotline, but it's not particularly integral to the
enjoyment of the game).
</p>
</li><li>
<p>
The "just a few minutes more" syndrome.  This does tie
into #1, but it's a matter of providing rapid, incremental
increases in capability at relatively close intervals.
Just a few more monsters to kill, just a couple more
territories, just one more level, etc.  It's providing an
attractive enough lure (the "carrot") to keep the player
playing longer than the player (the "horse") normally
would.
</p>
</li><li>
<p>
Expandability.  At some point, boredom will creep in.  The
more addictive a game, the greater the potential for
boredom, in my opinion.  Anything that's too repetitive,
too frequent, and totally lacking in challenge (like some
of the battles in XCom as you got powerful enough, or the
battles near the end of Civ when you KNOW you've won the
game, but you're now going through the maneuvers to prove
it by wiping out all of the enemy civs, etc) is going to
be a problem.
</p>
<p>
The solution is to offer expansion capabilities that are
either developed by the primary developer or to allow
players to produce their own add-ons.  In Diablo-style
games, petty conflicts against lowly monsters should
actually become more infrequent as time goes on to
sidestep the tedium element that too many games fall prey
to.  The game should actually change to fit the new needs
of the player.
</p>
<p>
If a point comes where a player has obviously won the
game, the player should be able to wrap it all up FAST.
It should not be a matter of wading through a thousand
more petty conflicts before reaching the end.
</p>
</li><li>
<p>
Interaction.  Multiplayer capability (cooperative and
competitive) can only help to increase the entertainment
factor of a game.  Games that can effectively support
player + computer cooperation would be nice, but it's
rare.  These days, it's either players vs. computer or
it's players vs.  players.
</p>
</li><li>
<p>
Reward for success.  If you've done REALLY well and you've
become particularly powerful, that shouldn't mean that the
game is over and you should just start over from the
beginning in order to continue playing a challenging game.
A good game has a changing dynamic that constantly tries
to maintain a good balance between offering up a
challenging game and still giving the player a chance to
win.  But if a game starts to fall into predictable,
boring patterns without offering up anything new, it might
just be time to say Game Over.
</p>
</li><li>
<p>
Skill.  As the skill of a player increases, that should
make that player more effective at the game.  Excessive
random elements aren't desirable.  But increased skill
shouldn't mean that the entire game is a cakewalk.  Game
balance is difficult and fairness to all people playing is
important, but the game at some point should still provide
some form of challenge, whether it's from computer
opponents or player opponents.  (What I'm trying to say
here is that the game out of the box shouldn't be so hard
that people get discouraged, but when a skilled player
comes back to the game, it shouldn't be tedious.  An
adjustable skill/difficulty level is always nice.)
</p>
<p>
Ideally, there should be a series of skill humps that a
player must overcome in order to become the "best" player
of the game.  There not be any one simple trick to winning
the game.  A series of interconnected skills is ideal.
One example is playing Quake -- knowledge of a level,
knowing how to confuse an enemy (open doors to send false
clues as to where you are / what you're doing), knowing
how to pay attention to sound cues to guess what an enemy
is doing, knowing what weapons are best in what
situations, aiming accuracy, remembering specific
patterns, keeping armor, weapons, and ammunition away from
the enemy, etc.  It's not a matter of who can
circle-strafe the best, but a combination of a series of
skills.  In the case of team-based playing, there are
additional dynamics that don't exist in 1-on-1 play.
</p>
</li></ol><p>
Cheap tricks, while perhaps effective at a newbie level,
should not have a large effect at higher skill levels.  Also,
play balance is vital.  One weapon, one unit, one tactic
should not stand above all others.  All of the elements should
be carefully balanced to allow for a wide variety of tactics.
</p>
<p>
Eye candy is not always vital -- NetHack had me hooked for a
good long time with a simple text interface.  I never felt
that MOO had good graphics, but it was a heck of a lot of fun.
Very good gameplay is vital, but if a game falls into a rut
too quickly, people will lose interest, no matter how quickly
the skill rate might increase.  There comes a point when I've
done everything I've wanted to do in MOO and I don't want to
see it ever again.  Sadly, in MOO2, I felt like they just
combined Civilization / Master of Magic / MOO together and
left me with a combination of multiple games that I've become
sick of.
</p>
<p>
(Which leads me to a different point: stop the
micromanagement!!!  It should not take me four hours to
complete one turn or to make one character or to do ANYTHING
in a game if it's really going to be addictive.  A game should
be fun, not work!)
</p>
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