what are the factors that makes a vidya adictive?
What are the factors that makes a vidya adictive?
Rising numbers, sense of progression.
Just look at Cookie Clicker or any of it's derivatives, the pure distilled essence of video without any of the distracting music, story or gameplay.
The feedback loop of input -> gameplay/music -> input
Its as simple as that. Beyond that there is additional elements humans enjoy. Such as goals or progression.
There is also other elements such as "Sunk investment cost", which essentially means a person has a set number of hours/days they need to invest before they unable to quit in a natural fashion.
Which is what happens a lot of people playing LoL, Dota, Skyrim, etc.
but this doesnt happen in games like RTS and SSB's, for example
?
Cookie Clicker is essentially a gameplay loop user
What did you expect?
Progression treadmills mixed with RNG
Sure it does, your numbers go up, your resources get higher, when they drop you feel bad.
I'd say it's even more obvious in RTS. You start with shitty units. Get resources. Build bigger units.
Pure progression.
clickers are literally pointless
and video games are _________
you know what i meant
In each game of Age of Empires or Warcraft you:
1. Build more shit
2. Make more workers
3. Mine/Harvest resources
4. Build more shit
5. Build even more shit
6. Finally push trough to victory or get overwhelmed and lose
This applies to most RTS games. You BUILD STUFF.
But RTS is a weird genre because they can be centered around micro or macro warfare, micro or macro economics, and have large differences between the permanency offered by building infrastructure.
So its progession that is the core loop. But its shorter than in a lot of games for a lot of modern games. And far longer than the earlier in game history you go.
What is your point?
Everything is pointless.
That means you have no points.
You do
playing to compulsive hoarding behaviors
Gratification as a reward.
Short term or long term, it aims at two different personalities
It's very simple.
You do good, you get a reward. You do bad, you fail.
Some are more retarded than others and play "hard" games like Dark Souls until they pass the broken AI and hitboxes and get "rewarded" when they've really just tricked their brains into thinking this is a good idea
>He doesn't understand sex
>Or foreplay
Foreplay during sex is just longer gratification to getting an orgasm
And yet the brain perceives the building up to the reward as something great
So it perceives building to be great, and the finished result to be even greater.
Which is why the journey is more important than the goal, and why ecchi and non porn has large dedicated markedshares.
Or why playing games where progress is hard, is FUN.
Not in every person.
Short term and long term gratification are different personalities and require different stimulants.
Look at something like "muh leet hard game" like Dark Souls vs "muh easy game" like Fortnite
I can shoot 12 year olds on Fornite all day since they're shit at shooters and I can play Dark Souls until I can waltz through with a no death run.
One takes longer than the other to do and I sure as hell don't get a harder dick from it
Its fine to admit you hate fun user, if your line of argumentation or presentation is that weak.
Since this is still OP's thread, a big part of addiction is presentation. Dark Souls is simply a game that presents its content so well, it makes a lot of people that is unused to the "you die fast and horribly by design" get a raging boner for it. Because the presentation lures them into this new kind of gameplay, where by some point they have had long uninterrupted hard gameplay sessions to get invested, and then you go into addiction.
And like a lot of games, it has a ending, so the dedicated and addicted players go on to NG+ or start new characters to explore new play styles.
Dark Souls is a niche title that got mass marked appeal from quality in presentation.
Its in many ways the opposite of something like a clicker, where you need to get addicted in the first few minutes of gameplay or you find it boring and just leave.
Fun is fun - it's what each of us finds fun that differs.
Dark Souls is only hard if you don't play by its rules which is "don't run head first into areas".
It's far from a niche title.
If you wnat to go the route of challenging games being rewarding then something like Tetris is ideal
Clickers are pointless because they don't have endings
Most mobile games are pointless because they don't have endings.
A lot of people can't get into games as a long term medium if they don't have a real goal, that they might not even reach.
>It's far from a niche title.
Then you don't really understand what niche or marked dynamics is user.
Dark Souls is a niche title without any of the ideals that makes a mainstram product mainstream. Its essentially inappeasable to people with the wrong mindset.
And as it turns out niche != appeal
>Dark Souls is only hard
Dark Souls is a game where you die horribly from small miscalculations. Sure, i have played games where i die horribly from medium miscalculations that is a lot harder, but they don't feature the same gameplay loop that allows you to enjoy the game as much despite dying horribly a lot.
Bonus: I never used the word hard, so you are projecting.
rts games aren't as addictive I think
laddering maybe
the progression in the games is too short
>Then you don't really understand what niche or marked dynamics is user.
Annnnnd you're trolling so I'm done responding to you since you have no idea what to do other than try to post bait but here's some basic education:
Demon Souls? Niche. King's Fields? Niche
Dark Souls that was marketed as a AAA must have title and every major gaming outlet had selves of it and every possible person reviewing it doesn't make it niche, it makes it fucking mainstream when it invents a whole "genre"
Depends on the RTS
You can ladder in Star Craft. Since its about fast short paced games without any meaningful building/progession beyond a extremely short tech tree.
But RTS games used to be about longer sessions with more to do per map, with more stuff to build, and large tech trees with a lot of unit choices.
Dark Souls was a pretty average marketed title published by Namco Bandai Games.
Then it breached sales expectations by quite a bit, got some marketing to compliment that, and a lot more marketing when it was released.
This isn't usual for the game media. Some times average marketed games penetrate the marked, get more media attention, and go far above and beyond anything expected.
For things like Lemmings, Tetris, Civilization and quite a few other franchises its like that.
If you want to be ignorant, go ahead.
Replayability
Fun
Allowed