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2012-03-09, 09:39 PM | [Ignore Me] #46 | |||
This debate won't change anything at all, it's going to be in the game because it's part of what sucks in and maintains players playing more. Yes, even you folks that say you dislike it. Last edited by Skitrel; 2012-03-09 at 09:40 PM. |
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2012-03-09, 09:51 PM | [Ignore Me] #47 | |||
General
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It's important to keep in mind that there are always exceptions, especially in psychology. Some people don't need it and don't want it. No harm in moving it or even making it disappear for those players. Players who go to the games without the points don't find themselves going back to game modes with the points and feel better. |
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2012-03-09, 10:01 PM | [Ignore Me] #48 | |||
Captain
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But planteside dont have that leaderboard, that would make those points worth it, so its unnecessary spam. If its actually xp then unless xp per kill are varied like in ps1 there is no need for showing it either as i know how much i got per kill. If its varied i would like to see it, but in more convenient place and not in the middle of the screen. |
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2012-03-09, 10:32 PM | [Ignore Me] #49 | |||
For battlefield players, here's an example: http://i.imgur.com/GAyOv.png You will get some sort of positive cathartic release from seeing this image, those of you that have played enough will understand entirely why. This served as my background for a while purely because of this. It's a fun little piece of psychology in gamers. For those that don't play battlefield, that's an abstract modern art representation of what the kill+points popups in BF3 look like, or at least, the colours, it still has the same effect because it becomes mentally engrained into the player. You don't realise this playing, but that's what those popups do, they play a role in positive reinforcements and cathartic good feelings in players, which affects their addiction to the game. Removing anything that does this is simply a bad decision from a design and business point of view, hence why I sincerely doubt you'll see any way to make them go away. And finally, as a secondary purpose, they serve as instantly recognisable kill confirmations. Last edited by Skitrel; 2012-03-09 at 10:38 PM. |
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2012-03-09, 11:12 PM | [Ignore Me] #50 | |||
Major
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Even if that were the case, maybe I don't want to be subconsciously hypnotized into playing the game for hours by little numbers contentiously popping up in my screen. In fact, I do play Battlefield and those numbers actually piss me off and make me want to play the game LESS. Also, you could already recognize your kill confirmation in PS1, it was listed in the killspam box. You could easily tell in your peripheral vision when you got a kill because you'd see an icon separated by a few lines of text explaining that you got the kill and how much it was worth. Besides, it's like I'm going to shoot at a guy then stutter around for a few seconds in confusion because I didn't know if I got the kill or not. Last edited by Death2All; 2012-03-09 at 11:17 PM. |
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2012-03-09, 11:39 PM | [Ignore Me] #51 | |||
"What can we do to addict players better and make them put more coins in the machine?" The more you play, the more chance of you putting money in the machine. That's why the game will do absolutely everything it can to keep you playing. Not a bad thing, it is ultimately a part of why you enjoy the game in fact, though you won't recognise the psychological factors causing that, they're there, and they're messing with you. Cod's taking it to a new level lately, even implementing it in their DLC release strategies. Anyone ever noticed how communities get restless? When there's no news and nothing to distract them they start looking at the flaws of the game and complaining. Battlefield is seeing that BIG TIME lately with the huge amount of time since last patch/DLC. Cod's counter? Release maps 1 at a time instead of in a pack, constantly give the players something else to talk about other than their problems. They forget the negatives, enjoy the game more, and spend more. People don't realise the amount of psychology that goes into decisions in games, popup point announcements are one of those things. While in theory, talking about them on a forum, not in game, not playing, it's easier to dissect and say, when not under their influence "These are bad". In game however is an entirely different thing, and those little points make people feel good, over, and over, and over, and over again. They have exactly the same repetitive positive effects the feelings of achievements players of Zynga games get doing their little repetitive tasks in Farmvillemoblordskitchensimwhatever crap they're making now. Ultimately, character progression, XP, unlocking crap. One can argue that NONE of those things should have ever entered FPS games. They're all unnecessary, they simply lock the player away from using stuff. The entire system is just a psychological tool to make you play more, and always has been. |
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2012-03-10, 12:14 AM | [Ignore Me] #52 | |||
Major
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Yes, leveling up, unlocking weapons/equipment and adding new content are all avenues game developers use to keep the player hooked to the game and they're all features that are universally liked and are a staple to nearly every game out there. Pop ups however are not universally liked. People dislike them, as it's evident to the thread. Some people genuinely dislikepop ups and would like a toggle to turn them off. They find them obtrusive and annoying. People hate shit popping up in their face, as it's evident with real pops ups on the internet. People get pop up blocker specifically to get rid of those things, because they annoy them. You can keep preaching this "psychological positive reinforcement" all you want, but if people dislike a feature, they'll either dislike the game or not play it entirely. You can wipe your wiener over my face everyday, I'm not going to subconsciously start liking it because you do it all the time. If I hate it, I'm going to continue hating it. Look, I'm not saying not to include them in the game at all, as I said, keep them on as default to attract the BF/CoD crowd or the people who come to expect them in FPS games. But leave it toggleable option for the people who dislike them. That's all I'm asking. Fuck. Last edited by Death2All; 2012-03-10 at 12:15 AM. |
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2012-03-10, 08:52 AM | [Ignore Me] #53 | ||
Sergeant Major
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Look Skitrel pls be a good boy and either recite your sources or stop pretending Dr. Freud of gaming. (Yes, it is a bit of trolling in a psychological way... you're right, but pls look at my nickame and you will understand it. It is my desire... maybe daddy was bad to me - or too good?)
Referring on common sense I can tell you, that numbers popping into my face are nowhere near to cathartic at all. D2A explained you already - a game that needs those numbers to trigger the feel of accomplishment is a bad game that needs urgent uninstall. Planetside was more than rewarding even without the (complex) xp system. Killing your enemies was not your goal, it was the way you achieved your goal. We were hacking bases, defending against hacks, escorted LLU-s, made antruns to power up bases... or we went to backhack the enemy on a secondary continent to help our empire on the primary. We did genholds, drained bases just for the fun. Or we were setting up defenses to secure key objectives. We provided support to our teammates or even randoms, lead our squads or followed our leader, discussed targets or just had a chitchat... we generally had a good time while playing. If the enemy died during it - even better. We received some XP? Why not? But it wasn't about XP at all. You know what? Outfits are the basis of the planetside feeling. These informal groups meant the urge to log in night after night. Your outfitmates, buddies, friends - whatever you call it... it hooked people and had them pay and play for month, for years. See it? This is what PS had to offer - not flashy, poppy numbers. |
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2012-03-10, 09:25 AM | [Ignore Me] #54 | ||
Second Lieutenant
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i think skitrel makes a good point, i hear lots of people all over the internet ramble about the state of gaming in todays world(me included)
people blame this on many many things the simple fact of the matter is that when gaming became "popular"commercialization set in. and the psychology thing is just part of that commercialization what i think is that some things we wont be able to get changed because of this reason, SOE told the dev team to make a game and gave them some ground rules. now SOE doesnt really "care" what the game will be like, all they care about is thats its a succes and the psychology is a big part of that. so SOE might have forced the devs to use a popup reward little fact: it's actually freud's cousing Edward Bernays that kind of pioneered this field of psychology Last edited by megamold; 2012-03-10 at 09:27 AM. |
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2012-03-10, 10:57 AM | [Ignore Me] #55 | |||||
Unfortunately citation in gaming isn't as easy as you'd have it, there are very very few research papers in gaming beyond simply the effects of gaming on aggression.
What becomes standard in games is driven by what proves successful, but this is only ever noted through observation, rarely released and kept quite guarded by companies, their internal statistics. There is however Plenty to read on catharsis and it doesn't take long to understand why what I've explained is true after understanding the basics of why many of us play video games, particularly to relax.
Let's not be drama queens about some points. You are making it sound like it is the end of the world and you're going you refuse to play the game unless it is gone. This isn't important, at all.
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2012-03-10, 11:07 AM | [Ignore Me] #56 | |||
General
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2012-03-10, 11:11 AM | [Ignore Me] #57 | ||
This is all very simple to clear up, the devs can run it off for a week in beta and get all the data they need to show themselves how it affects player behaviour, average playtimes, how people play and so on.
If it's not important to keeping people playing, you'll see an option, if it is, you won't. There is however a reason you see it in every. single. game. |
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2012-03-10, 02:14 PM | [Ignore Me] #59 | ||||||||||||||||
Major
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I'm really glad you're not one of the people developing PS2 and I'm confident that the devs at SOE possess a better head on their shoulders and common sense than you do. Your argument is so completely narrow and subjective that's it sickening. The argument that flashy numbers are the only thing that keeps players hooked is just idiotic. If all it took to make a game successful was to include numbers that pop up whenever you kill someone, why would they bother spending any time at all developing a whole new visually stunning engine, create new gameplay mechanics, develop all new weapons, vehicles and give the player tons of customization options?
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2012-03-10, 02:35 PM | [Ignore Me] #60 | ||
Second Lieutenant
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i think he meant noone complains except for the community of a 10 year old game.
and hes not saying that the pupop is the only thing getting players hooked, its a combination of many many small thing like the popup. company's use psychology all the time to make you buy crap you dont need/want, a videogame is no different. and if you dont even realize that your wants and needs ( from toilet products to videogames ) are being influenced by PR people and commercials, then you are a great asset to capitalism and exagerating an minimalising his point does not make you right Last edited by megamold; 2012-03-10 at 02:36 PM. |
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