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Understanding Addiction-Based Game Design

spidweb writes "The common theory is that games like World of Warcraft are addictive. But what are the exact qualities that make it so? Are there specific elements of the design that can be pulled out, distilled, and used at will to give a game drug-like properties? Is it wrong to do so? A new article at IGN RPG Vault attempts to isolates the exact qualities that go into making an addiction-based design. From the article: 'If a game uses rewards of any sort to entice you to experience highly repetitive content, you should see what it's trying to do and which of your buttons it's trying to press. If you don't mind, that's cool, but you should understand it.'"

308 comments

  1. Subscription based addiction by Poobar · · Score: 5, Interesting

    If a game has me hooked, addicted, and I play it for hours at a time for weeks on end- fine. I'm getting enjoyment, the developers get money, everybody wins. But it seems to me that the games that pull me in the most are those I buy outright, not the WOW-alikes that are subscription based. Surely if you're paying monthly there's always going to be a pressure on Devs to create addictive play? If I'm addicted to a bought-outright game, it's because it's a good game. That can't always be said for pay monthly games- the grind, the acheivements, the high-level horsie you just have to own- do they really add to the game, or do they just feed your addiction?

    1. Re:Subscription based addiction by somersault · · Score: 1

      It's "Carpal Tunnel" Syndrome.

      And also, *whoosh*

      --
      which is totally what she said
    2. Re:Subscription based addiction by cml4524 · · Score: 3, Insightful

      I suspect that about 90% of what you just said is a load of bullhonkey.

    3. Re:Subscription based addiction by mqduck · · Score: 2, Insightful

      If a game has me hooked, addicted, and I play it for hours at a time for weeks on end- fine.

      You could say the same thing about drugs. Actually, you could say the same thing about drugs and I'd agree. If you're a user, or even an addict, and happy, that's fantastic. But that's hardly proof that addiction isn't insidious.

      --
      Property is theft.
    4. Re:Subscription based addiction by Sj0 · · Score: 2, Insightful

      So WoW is only addictive after you've spent a ridiculous amount of time levelling?

      Son, you gotta play a good game. Fallout 3 was fun from the moment I walked out of the vault.

      --
      It's been a long time.
    5. Re:Subscription based addiction by slackbheep · · Score: 3, Interesting

      A few years ago I was in a relationship with someone who became addicted to WoW. In the course of the 8 months roughly that she lived with me her main character alone had well over 150 days played time. She was kicked out University because she was skipping classes to play WoW and was unable to hold down a job as she frequently called in sick in order to Raid/Farm. She became increasingly withdrawn from all aspects of real life including personal hygiene and maintained zero relationships in real life, managing to scare off even this hardcore nerd.

    6. Re:Subscription based addiction by Anonymous Coward · · Score: 3, Funny

      Still got her number?

      (I'm kidding, not a WoW player here. Just desperate.)

    7. Re:Subscription based addiction by eldorel · · Score: 1

      Son, you gotta play a good game. Fallout was fun from the moment I walked out of the vault.

      There, fixed that for you.

      Offtopic, but did they ever fix the issue with npcs getting eaten by everything after you hit level 10?

    8. Re:Subscription based addiction by Sj0 · · Score: 1

      Face it, all three were fun, even if you didn't walk out of any vaults for quite some time in Fallout 2.

      A huge part of it is pacing. Compare the rate at which you progress in terms of character, plot, and scenery between the two. I could imagine being trapped in a vault for days killing mole rats if Fallout took the WoW method of pacing.

      --
      It's been a long time.
    9. Re:Subscription based addiction by teh.f4ll3n · · Score: 1

      I could imagine being trapped in a vault for days killing mole rats if Fallout took the WoW method of pacing.

      /me haz nightmares now

      --
      Given the choise between Hitler and RIAA/MPAA I'd go for the first one - at least he knew when to shoot himself.
    10. Re:Subscription based addiction by happyemoticon · · Score: 4, Insightful

      A lot of WoW players eventually lose sight of the fact that the whole game, end-to-end, is a rewarding and fun experience to be savored. This is a consequence of the game's design to some degree.

      When you start out, you play around a lot and have lots of fun. You make mistakes, and you see sights, you make some friends about the same level. You level together and experience progressively bigger and cooler dungeons together.

      But then you get to the level cap, and all your friends are at the level cap. So you want to do things with them. But end-game content requires such a time commitment - raiding, grinding for gold and items - that there's no reason to ever go back and experience the rest of the game in the same way. If you DO level another character, it's to fill a hole in your guild's roster (leveling a healer or tank, for example), and you tend to blaze through content because you already know the ropes and there's no reason to go back and make friends all over again.

      Another thing which WoW does is play off of your sense of community and obligation, even if that community is dysfunctional. The difference between a good player and a noobtard is not something you can easily tell, even based on what they've accomplished. So you tend to stick with people that you know, and you come to rely on each other. Not to toot my own horn, but I was a pretty good raid leader and an awesome tank back in my day, so when I didn't participate, 39 other people had less fun as a result. It's probably a peculiar case, but this was more what kept me coming back than the reward treadmill.

    11. Re:Subscription based addiction by hesaigo999ca · · Score: 1

      why?....what part of it, atleast give me some links proving otherwise...better then that, open up your own account online, and play WoW for a few months, tell me your not feeling the itch!

    12. Re:Subscription based addiction by hesaigo999ca · · Score: 1

      i prefer "swishhh" for the non newbs.

    13. Re:Subscription based addiction by eharvill · · Score: 1

      Not to toot my own horn, but I was a pretty good raid leader and an awesome tank back in my day, so when I didn't participate, 39 other people had less fun as a result. It's probably a peculiar case, but this was more what kept me coming back than the reward treadmill.

      This is true. Personally, MMOs are about the friends you have and/or whether there is an organized guild/raid/etc leader. My "fun-ness" factor skyrockets when this is true, regardless of the game.

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
    14. Re:Subscription based addiction by Anonymous Coward · · Score: 0

      Swishhh, that's for homoerotic references that are missed, right.

    15. Re:Subscription based addiction by Feyshtey · · Score: 1

      I'd be interested in hearing what the longest period of time you've played a game is in terms of months or years it's kept your interest.

      I used to buy games every 2-6 weeks. I'd purchase a game, get completely sucked in, play the hell out of it till I solved it, and shelve it for the next title. There are the odd few I pull back off the shelf for revisits about once a year (BF2, Starcraft, C&C, CivIV, etc.). But nothing has ever held my interest for periods of years like World of Warcraft, and Everquest before it.

      There's truth in stating that MMO's are generally a repetitive process. Kill X, for Y, rinse, repeat and continue for the 'big' goodies. But I would pose a question: Is it worthy of consideration that the story offsets the repetitive experience?

      The addictive nature of the game is certainly added to by the 'dangling carrot', and the next little reward that the player drives toward. But I find that the storylines are interesting and engaging, and the impact I have in them (albeit largely an illusion) combines for a more compelling experience. Isn't the ability to effectively tell interesting stories that collectively builds into a game-world with a rich and extensive lore as large a factor in labeling a title a "good game"?

      Bottom line for me is that I can continue playing WoW discovering and exploring new storylines and learning more lore (while, admittedly, being a sucker for the dangling carrot as well), for years. Conversely I can be stimulated intellectually by only so many sessions of the same easily solved puzzle games, or headshots from botters and cheats.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    16. Re:Subscription based addiction by ThePsion5 · · Score: 1

      You play WoW with a controller? Wow, you must be really addicted!

    17. Re:Subscription based addiction by Anonymous Coward · · Score: 0

      I suspect the last 10% was the "bullhonkey". He really was describing himself.

    18. Re:Subscription based addiction by Feyshtey · · Score: 2, Insightful

      But then you get to the level cap, and all your friends are at the level cap. So you want to do things with them. But end-game content requires such a time commitment - raiding, grinding for gold and items - that there's no reason to ever go back and experience the rest of the game in the same way. If you DO level another character, it's to fill a hole in your guild's roster (leveling a healer or tank, for example), and you tend to blaze through content because you already know the ropes and there's no reason to go back and make friends all over again.

      That's a rather unfair generalization.

      I would agree that there are definately those people who play the game as you describe. In fact, I'd say that in the past in other games it has been far more true (EverQuest, as an example). But WoW has broadened the market to a much larger audience, many of whom do not have the time or the inclination to live thier lives on a schedule prescribed by a guild.

      There are now a huge number of people who thoroughly enjoy plodding along, aimlessly enjoying the sights and experiences with far less ambition to reach the level cap, let alone get a full set of tier'X' gear. My family and I are among them. We find it very satisfying the achieve what we achieve by our own methods in our own time, and what you or anyone else achieves by other playstyles is largely irrelevant to us.

      You also mention community. I find that rather interesting, because I base a definition of community on my past experiences in games like EverQuest. At one time it would take a person months upon months of grinding and spending every spare second to approach the level cap. It was in a server population in the thousands rather than 10's or 100's of thousands of characters. If your reputation were to be tarnished, everyone recognized your name. You were a pariah. And in those games accomplishing nearly anything required a full group, so your ability to progress in the game was essentially terminated with that character. Starting over was painful because of the commitments of time.

      Today in WoW, one can very casually reach cap level in a matter of weeks without ever grouping with anyone. That combined with the sheer volume of unique characters ensures near total anonymity. "Community", for the bulk of players, is wholly meaningless.

      Back in the day my wife and I were integral parts of a huge raiding guild in EverQuest. We were an end-game guild raiding nightly. We realized that that particular playstyle was like a cancer in our enjoyment of the game. It became an obligation, as you mentioned. Which made it a job, and one that we came to resent.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    19. Re:Subscription based addiction by Anonymous Coward · · Score: 0

      Yeah, also, the server is Terokkar.

    20. Re:Subscription based addiction by cml4524 · · Score: 1

      give me some links proving otherwise

      Prove what otherwise? None of your statements are supported by anything at all. As far as I can tell, your entire argument is that WoW is an addictive game because of how you hypothesize another person you've never met might behave if he were to start playing with you under a set of conditions you came up with.

      play WoW for a few months, tell me your not feeling the itch!

      I've been playing WoW for three and half years. I have one 80 and one 30, and my /played time on my main toon, last I checked, was just barely over 20 days.

      Gee. I'm out of control with my addiction, huh? Better get the calamine lotion for that itch.

    21. Re:Subscription based addiction by brkello · · Score: 1

      So you are saying that MMO's are only addictive and can not be good games? Who are you to say what others find fun or not fun? Non-MMOs like Disgaea are fun, addictive, and have plenty of grinding to keep you addicted so you can level up every item in the game to its highest level. I guess a game is a game to me. MMOs are just games with a community aspect to it that get updated often. There are good ones and bad ones. The social aspect and the adding of new goals can keep people hooked, but that doesn't mean it can't be a good game.

      --
      Support a great indie game: http://www.abaddon360.com
    22. Re:Subscription based addiction by PainKilleR-CE · · Score: 1

      I still buy at least one game a month, it used to be more like 2-5 games a month.

      The games I've played the longest are: Team Fortress Classic, Disgaea, Team Fortress, Dark Age of Camelot, and WoW, in roughly that order based on time played. Although Disgaea is rapidly approaching #1 as one of my save files on the PSP port nears the 160 hour mark (combined with other save files and the time I spent on the original PS2 version).

      Dark Age of Camelot was the first MMO game I played long enough to pay the monthly fees (I tried many before it), and the primary hooking point was the other people playing the game, not the game itself. WoW I probably played for 1/3 of the time I spent on DAoC, and again it was mostly about the people, not the game.

      If I were looking for story over anything else, there are a large number of RPGs in my collection that will supply a good 20-80 hour story that goes beyond anything an MMO has been able to offer so far. Disgaea had a great story, too, but that only explains so many of the hours I've put into that game.

      --
      -PainKilleR-[CE]
    23. Re:Subscription based addiction by ivan256 · · Score: 1

      play WoW for a few months, tell me your not feeling the itch!

      As somebody who has quit an MMO before after signifigant time investment, and who currently plays WoW, I can tell you that the first week is the hardest. Three months later there's no "itch"...

      The gameplay alone in any MMO I've ever seen is not enough to be "addicting". Certainly not the gameplay in WoW, which has been steadily going downhill. It's the combination of the gameplay, rewards, and social interactions that keep people coming back. After three months, you've figured out how to stay in touch with the people you wanted to stay in touch with outside of the game environment, and you've lost contact with everybody else from the game entirely. The social aspect is gone, and you have no reason to go back. If you did, you'd have to start from scratch building new relationships, and a *ton* of effort would be required to get your 'fix'.

      Obviously, if a large number of your circle of friends continues to play, there will still be a draw... But the game itself? You'll have found a new one by then.

    24. Re:Subscription based addiction by Anonymous Coward · · Score: 0

      What they don't understand is that you can not be addicted to video games the way you can be to drugs. No matter what game you play, or fun activity you engage in, the same chemical is given out in our brain that causes "fun". So yeah, you could be addicted to having fun, however, there's no real downside there.

    25. Re:Subscription based addiction by Anonymous Coward · · Score: 0

      Don't misunderstand me--you can be overly obsessed with X game, but it's not technically addiction.

    26. Re:Subscription based addiction by GargamelSpaceman · · Score: 1

      I played a couple of characters, I got one to level 17, and one to level 9 or 10. I honestly found WoW boring, repetitive and basically not very fun.

      And I used to be quite the gamer back in the days of FF7..

      My how things have changed. My (soon to be ex) wife however has basically chosen WoW over our marriage. Whatever. She basically obsesses about one thing to the detriment of everything else in her life, and I've had it. Before WoW it was backyardchickens.com and if it wasn't WoW it would be something else.

      --
      ...
    27. Re:Subscription based addiction by illumin8 · · Score: 3, Interesting

      If I'm addicted to a bought-outright game, it's because it's a good game.

      I remember reading an interview with some of the developers behind Diablo and Diablo 2, which are some of the most addictive games ever made. They said they specifically designed the loot mechanic to be like a slot machine. Slot machine creators have scientifically determined the exact intervals of time between rewards (payout). They have analyzed human behavior to the point where they know that after a certain number of minutes you will get bored, so just before that time, all of a sudden you'll see a green drop, or some other epic loot. This reward mechanism is so addictive that it can keep you playing for hours. Just look at any casino and all of the old ladies pumping quarters into slot machines for hours on end and you can see how addictive the timed reward mechanics are.

      Successful video games like Diablo and WoW have used these same type of reward mechanics to create millions of highly addicted gamers. See giving up addiction to Diablo 2 for a personal experience.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    28. Re:Subscription based addiction by SL+Baur · · Score: 1

      I'd be interested in hearing what the longest period of time you've played a game is in terms of months or years it's kept your interest.

      Probably the longest was rogue/hack/nethack at about 20 years. Though that was with considerable off & on time.

      I used to buy games every 2-6 weeks

      Been there done that.

      I've been subscribed to World of Warcraft for 2 1/2 ysars now. I'm a loooooooooong ways away from spending more money on that with the subscription than I spent on GBA games that I don't want to play any more.

      I'm far more of a fan of handhelds than consoles or computers. The only console I've owned was a PS2 which didn't work - I bought it in Japan and thanks to region coding wouldn't play any English language games. I also bought a PSP. I haven't ever completed a game on it thanks to EA sloppy coding (the game crashes either in the middle or as I'm trying to win) or the game sucks.

      GBA was a winner. No matter where in the world I bought games they just worked and for the most part, I enjoyed them for a brief amount of time. I've ended up finishing almost all of the GBA games I've bought. I spent a lot of money, but I got a lot of entertainment - fair trade.

      (the following is directed at the article, not the poster I'm responding to)

      I like to play games. I do not buy new games any more. I have the 6-month subscription plan with Blizzard. Is it really a problem that I can enjoy World of Warcraft *cheaper* than anything (die Sony die!) else?

      You call it addiction, I call it pragmatic. And besides, I play less WoW than most people watch television and I don't hear any cries about that being addictive.

    29. Re:Subscription based addiction by SL+Baur · · Score: 1

      Non-MMOs like Disgaea are fun, addictive, and have plenty of grinding to keep you addicted so you can level up every item in the game to its highest level.

      Ah, Disgaea[1]. Fun, but not really addicting in the sense that once I had leveled up high enough to go through all the game, have I ever wanted to go back to it. I spent maybe a month[2] or so with it.

      I'm married with children, your mileage may vary.

      [1] I am referring specifically to Afternoon of Darkness on the PSP.

      [2] Calendar time between purchase and abandonment.

    30. Re:Subscription based addiction by SL+Baur · · Score: 1

      I played a couple of characters, I got one to level 17, and one to level 9 or 10. I honestly found WoW boring, repetitive and basically not very fun.

      You didn't get very far into it. Levels 10 and under are training levels designed to be gone through very quickly.

      My (soon to be ex) wife however has basically chosen WoW over our marriage.

      I feel your pain (over the divorce). Good luck in court.

      My guildmaster plays with her husband and children. WoW really isn't all bad and it sure beats sitting in front of a television set.

    31. Re:Subscription based addiction by hesaigo999ca · · Score: 1

      We cant all just hack an already existing account from someone to play you know,
      some of us actually place a lot of time into bringing our characters up in level.
      I have 1 character level 80, and another level 10 just for the AH, i don't have "alts"
      I don't have time for them,....i have been playing for the last 3 years, 2 months on 2 months off...
      so actually 1.5 years if you think about it. Then only on evenings and week ends...now,
      I do not have the t7 gear all my buds do, but i do 8k crit dps, you go ahead tell me that I am
      a newb that doesn't know how to play....I will laugh, tell me you did what i did in 20 days, I will laugh even harder!

      Self boasting means you definitely did not do what you said you did, and even if you did, like that guy that hit level 80 24 hours after the expansion comes out, you aren't playing to have fun, how could you ...you missed everything while you were busy leveling.

    32. Re:Subscription based addiction by hesaigo999ca · · Score: 1

      I am a hardcore gamer...using a 1980s joystick with my serial port....
      i can only cast one spell and run to the left...but man my jumps are high!

    33. Re:Subscription based addiction by GargamelSpaceman · · Score: 1

      In this case our daughter is 3, and so can't play WoW, and her play till sunup behaviour means she sleeps till noon and doesn't even get her breakfast. then she's cranky from lack of sleep on top of her unpleasant sharp temper. I don't care if she ignores me, and her while I'm home, but can't abide by the neglect while I'm at work, and she won't get a job. Now she'll have to.

      --
      ...
    34. Re:Subscription based addiction by cml4524 · · Score: 1

      I don't have any idea what you're talking about and I don't think you do either.

    35. Re:Subscription based addiction by hesaigo999ca · · Score: 1

      I guess we can agree to call you a noob

    36. Re:Subscription based addiction by cml4524 · · Score: 1

      You can call me whatever you want, you're still full of crap.

    37. Re:Subscription based addiction by happyemoticon · · Score: 1

      Well then, allow me to expand my reasoning. First, there tends to be a glut of players at the level cap, since hitting the cap is pretty easy in WoW. It requires no great effort and there are rarely any setbacks. However, once you have one character at the level cap, it is disruptive to raise another character, or another, to that cap for several reasons: A. The probability that your friends will be at the same level as your leveling characters is lower; B. Playing at any normal level at endgame, even if you're just running dungeons, requires a significant additional time investment beyond the running of dungeons; and, C. The natural tendency is for players to continue running endgame content.

      The network effect brought by having many friends at the level cap cannot be ignored. When you have those friends - and often it's difficult to avoid making them as you play the game - you all naturally want to do something you can all participate in, and that is endgame dungeon running and raids. From an individual's perspective, this can manifest as peer pressure, which can be quite compelling.

      The additional time comes in the form of "grinding" for supplies (repair gold, respec gold, potions) as well as side activities to fill gear holes. Perhaps it's just because I played a good tank, I was constantly in demand, and ergo I was constantly getting my expensive plate ground to powder that I had to grind a lot on the side, but nonetheless, the point stands.

      Finally, most of the game is an upward progression in excitement, grandeur and gameplay. The level cap represents a discontinuity in that progression - suddenly the rewards are very few and far between. The natural tendency is to attempt to continue that progression, but this requires more and more time and dedication. Additionally, players become personally attached to their characters, and want to see them not neglected.

      Furthermore, I think the role of community is greater than you describe. If you mean you are always nearly anonymous in the sense that no one will ever know who your character is, I think that that is incorrect, at least having never played on one of the top-population servers. You meet people. If you have good experiences with them, you tend to play with them more. Eventually, while there are a lot of people you don't know and will never know, people's reputations get around. And because one noob is all it takes to make the game less fun, you tend to form communities. And there are other systems in place which tend to reinforce communities, such as long, progression-blocking dungeons with raid lockout timers. As the game's difficulty intensifies, these factors become more evident.

      In summary, I think that it is perfectly possible and obviously healthier to play the game as you describe, but the forces of the game tend to direct players towards endgame content and the raid treadmill in most cases, and it requires actual effort to play the game in a somewhat healthy way without being tempted to excessively indulge.

    38. Re:Subscription based addiction by Basilicus · · Score: 1

      Excellent post, happyemoticon.

      When my wife and I first played WoW, it was a fun solo experience. We met a few nice people in the beginner areas, but didn't have strong social ties. Progress was slow, and not all that important to us.

      That changed when we met a mage and priest who actually knew how to play. They taught us concepts such as "pulling" and "crowd control" that let us take on tougher areas and have a more exciting experience without dying constantly. Oh, they were also really nice people. We later found out they were the alts (alternate characters) of very experienced guild leaders.

      Without that mix of camaraderie and role models, we probably would have played for a couple of months, then moved on to something else. Instead we "leveled" with our friends, joined their guild, and eventually started raiding with them. When a friend of ours started playing, we created new Horde-side characters to play with him and soon had similar social experiences.

      As happyemoticon said, life changes at the maximum level. When the guild needs 40 (or even 25) players to "raid" a dungeon, you don't want to be the person who makes everybody else wait. If you are late - or don't show up at all - it frustrates everybody else.

      You also don't want to be the one who causes everyone to fail, so in between raids you spend your time preparing for them. You study videos, read strategy articles, gather materials for potions and enchantments, and so on.

      The game is still very fun, but it now also feels like an obligation. You start scheduling your life around raid times and generally treat WoW as you would a professional commitment. That's because you have made a commitment - to the other people in your raiding group. This is especially true if you are a raid leader or fill a critical role (tank or healer) in the group.

      Is this addiction or an odd form of social responsibility? I'd say it has elements of both.

  2. Its the rewards. by Anonymous Coward · · Score: 5, Insightful

    As a wowtard myself i was addicted to the game for a while, back when it was still up and coming. I can say that, for at least myself, I was addicted to the time invested vs rewards you could achieve. I would pour my time into real life hobbies and the payoffs from those were far less interesting, and nowhere near as cool as those that I could achieve in WOW. Yes I was a social recluse, but that's life.
    My /played time on my main toon, before BC was released, was over 200 days. Add to that 4 other 60's with about 10 days game time to level each, plus time spent in pvp with them, rep farming, yeah. It wasn't nearly as destructive as some other people report it was for them, but I was still addicted to the rewards I could achieve, because it was so clear how to do things, and how to get what you wanted. There are many other aspects to it of course, but that was the kicker for me.

    1. Re:Its the rewards. by Sj0 · · Score: 4, Funny

      Sounds to me like you need better hobbies.

      Hell, if you put the same time into talking to girls that you did playing WoW, you'd probably have sex, which is better than a +1 sword of compensatingforsomethingosity.

      --
      It's been a long time.
    2. Re:Its the rewards. by geminidomino · · Score: 4, Funny

      Advantage of getting your girlfriend into your MMO with you:

      She gets a black dye, you can buy it from her with oral sex...

      My name is geminidomino, and I'm a Guild Wars gigolo.

    3. Re:Its the rewards. by jbezorg · · Score: 1

      Sounds to me like you need better hobbies.

      Hell, if you put the same time into talking to girls that you did playing WoW, you'd probably have sex, which is better than a +1 sword of compensatingforsomethingosity.

      The fact that you posting on /. in an submission under games makes the above statement ring hollow.

      --
      I've lost all my marbles except one & It's fun to test angular & centripetal acceleration in my skull
    4. Re:Its the rewards. by Sleepy · · Score: 1

      Damn. You'd have enough time to brew beer, from scratch (crushed grains). That's one of my hobbies, and I never have enough time for it.

      All I can say is I am glad Fallout 3 is not a MMORPG.

    5. Re:Its the rewards. by Sj0 · · Score: 1

      There's a difference between having ten minutes to post on slashdot and having hundreds of days to dedicate to a video game.

      --
      It's been a long time.
    6. Re:Its the rewards. by superwiz · · Score: 1

      I think you are missing the point of what addiction is. Addicts act in an irrational manner even though they know they are doing it. The fix is prioritized over all other impulses (including survival).

      --
      Any guest worker system is indistinguishable from indentured servitude.
    7. Re:Its the rewards. by Sj0 · · Score: 4, Interesting

      There are two modes of game addiction, in my opinion. I'll use two different games to illustrate then I'll bring it back to WoW compared to Guild Wars.

      I once played this freeware game where you built up characters slowly. The fundamental design was based on Final Fantasy Tactics or something and it was actually a very sound and fun design, but you'd spend hours levelling up, so it was very VERY slow. The game was addicting, but only because a fundamentally good design was slowed down so much you'd spend hours progressing. It was less fun, but more addictive.

      By contrast, Fallout 3 was addicting because I'd want to know what I could find next. I'd leave megaton and start walking in a random direction, excited about finding the next unfilled triangle on my HUD. I maxed out my level by the end of the game through sheer exploration.

      Guild Wars and WoW seem to me part of the same spectrum of addictive through content vs. addictive through pacing.

      I played Guild Wars a bit in College. It was a very fast-paced game. You could easily slam through 2-3 locales in a session, and without playing a lot, I was rapidly approaching L20. I kept coming back because there was always something new to see down the road, and the depth of multi-classing was really cool.

      By contrast, after college I played WoW for a short time, and found it to be a painfully slow-paced game. After playing through Bioshock in a weekend, playing WoW for a weekend and finding myself at the second area of the game was a cruel joke. The fundamentals of the game are terrific(Which is why Diablo and Diablo 2 were so fun), but the game slowed it all down so much it become intolerable to me. Someone with more patience would likely find it addictive in the same "This game is paced wrong but fun otherwise" way the freeware game I referenced earlier was.

      So basically, it's because you play guild wars, a game properly paced, that you've got the time to find a girl who will accept cunnilingus for black dye.

      --
      It's been a long time.
    8. Re:Its the rewards. by Sj0 · · Score: 1

      AC wasn't saying they were addicted in the sense that they needed to play, they said they were addicted in the sense that their values were twisted such that the new sword was worth more than a similar real-world reward. In that case, it's a self-fulfilling prophesy. Spend 200 days playing as one character in the game, and you won't have time for anything else you do to produce worthwhile results.

      --
      It's been a long time.
    9. Re:Its the rewards. by superwiz · · Score: 4, Insightful

      The thing about playing for 200 days (without stating the obvious) is that it doesn't happen overnight. That person played on day 5 after playing for 4 previous days. Addiction feeds itself. One doesn't get bored. One doesn't plan for it to lead to anything productive. One may even on occasion notice that it is eating away at other things that one wants to achieve, but that doesn't stop it. It's not about priorities. One's values don't matter much, either. We use our values as part of the mechanism for making rational decisions based on choices. With addiction, the choice is gone. I've played WoW. I've seen people say things like "I am so bored of this game" and "I want my life back. I used to be so good at (some random productive activity)". Many of those people kept playing after saying this. Getting out of an addictive behavior requires about as much effort as a vow of celibacy. It's not easy. And value system doesn't help much.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    10. Re:Its the rewards. by superwiz · · Score: 1

      And by the way, the fact that his /played time was 200 days doesn't mean that he played for 200 days. It means that he spent 200 x 24 hours logged into his characters. Given that it was pre-BC, that means he spend that many hours during the 2 years that the game was live at that point.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    11. Re:Its the rewards. by Sj0 · · Score: 1

      So it's even more ridiculous then, isn't it? 4800 hours over 2 years is almost half the 10,000 hours it's said you need to become an expert at something.

      I think I just have a unique worldview. I'm one of the few people who can say "I want to do this" and just go do it.

      --
      It's been a long time.
    12. Re:Its the rewards. by superwiz · · Score: 1

      I think I just have a unique worldview. I'm one of the few people who can say "I want to do this" and just go do it.

      Without getting into the whole nature v nurture debate (been there done that... don't care for the t-shirt), it could also mean that you haven't found your addiction yet. Here's something I like to point out to people: I don't get addicted to smoking. Yes, I do it right. Yes, I do get the slight calming feeling from it and a slight buzz after chain smoking a pack. But I can smoke for a month. And then just stop and not even miss it. Most people can't do that with nicotine. Brain chemistry is not exactly the same for everyone. It's not your view (which is nurture) as much as it is the totality of your pre-dispositions (which is nature). Count your blessings if you have high resistance to addiction. But don't underestimate the fact that addiction does exist. And the question posed was not "how do we become like the people who never get addicted", it was "what causes addiction in the people that do have moderate-to-high capacity for getting addicted".

      --
      Any guest worker system is indistinguishable from indentured servitude.
    13. Re:Its the rewards. by Sj0 · · Score: 1

      Or it could be that my addiction is to the feeling of going out and making what I want to happen happen.

      Doing things that people spend their lives dreaming about is sort of addictive. It's an incredible feeling that you can't get from a badly paced MMORPG.

      --
      It's been a long time.
    14. Re:Its the rewards. by superwiz · · Score: 4, Insightful

      I thought you might get dismissive. Being bored is not the same as having an addiction and I suspect boredom is all you'd feel if you didn't get what you wanted. So here's the experiment that (if you perform it) will show you what's going on. Here's how you can go through what an addict goes through without getting any harmful addictions. Estimate how long you can go without sex. And I don't mean sex proper. I mean without sexual release of any kind. You know yourself better than anyone else. So figure out what is the upper estimate on that number of days (hours?). And then commit to going without sexual release for twice the number of days. Don't tell anyone during this celibacy period that you are doing this experiment (because addicts can't admit what they are even to the loved ones). So you won't have any support group. At some point you will start to feel anxiety. Don't stop the experiment. Continue and try to live your life as normal as you can: go to work, (school?), interact with your friends, etc. You will find that you will become moody and unable to concentrate on tasks at hand (nope, no pun intended... this is not sarcasm... I am really honestly trying to demonstrate a point here). But after it's over you will find that you don't really miss sex anymore. But as soon as the opportunity presents and you do have it, you'll be "addicted" again. You may think it's silly that some people feel this way about a game. You may think that it's because they don't have actual sex (which isn't true because plenty of the committed players have families and kids), but it doesn't really matter. As long as the physical manifestation of addiction is the same, it's addiction and it cannot be removed with a simple choice or decision.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    15. Re:Its the rewards. by Feyshtey · · Score: 1

      I play WoW with my wife, and my two sons. I introduced her to EverQuest, which we played together for 5 year.

      You're here on /. using sophmoric humor and ridiculing total strangers to achieve some validation or approval, and attempting to get +1 to your Karma rating. I am enjoying the company of my whole family in a cooperative activity several times a week, and having fun playing a game, (and getting laid), and doing it at the expense of no one....

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    16. Re:Its the rewards. by Sj0 · · Score: 1

      Who says I'm being dismissive? I'm saying I've got the same drive towards achievement that a MMORPG addict would have, but mine is based upon more tangible rewards, so intangible rewards in a video game aren't enough to feed me.

      I went from 400lbs to 160lbs after deciding I wasn't happy being fat. At the end of that, you're looking at the scale, and you realise that people become famous for that sort of achievement. You look at an entire world filled with people who spend every moment wishing they could do the same thing. You can't get that sort of feeling of achievement from a video game. You start looking for accomplishments moving forward. It becomes a drive, to find the next achievement -- becoming debt-free, buying the car you want, or taking a trip around the world.

      The only difference is, my addiction is stronger because there's almost no element of "This is bad for me" I can fall back on to get some balance, sort of like cigarettes before they cost a million dollars and before anyone knew they caused cancer. At the end of the day the achievements are nearly as meaningless(I bought a sports car last week. To what end? I'm going on a trip from coast to coast in a few weeks. Where's the thumbs up from God?), but it's the same compulsion.

      --
      It's been a long time.
    17. Re:Its the rewards. by superwiz · · Score: 2, Interesting

      You can't get that sort of feeling of achievement from a video game.

      You can't get the same achievement. But, you can get the same feeling of achievement. It's my understanding that WoW now has a built-in system of "achievements". There are also some actually difficult in-game events that most people aspire to but never accomplish (the difficulty mostly arises from the requirement to pay attention to more simultaneous indicators than an average person is capable of). But on the other hand every little thing you do in the game pops up a shiny "congratulations" notice with a sound similar to the one played by slot machines when someone hits a jackpot. And the "achievements" are recorded and touted to other players. Grats on your personal ability to lead a "good life" in Aristotelian sense, but what I am trying to argue here is that WoW is not just an outlet for people who can't achieve much outside of the game. It also destroys lives of some people who are productive. Imagine that someone in your position were stupid enough to try heroine. It's virtually impossible to not be addicted to heroine after the first try. This addiction would derail their built impulses towards achieving a good life through natural means and would refocus their life towards ensuring a steady supply of heroine. It would give a more intense feeling of elation than the life you are currently enjoying. But only because it would move the baseline for anxiety threshold. Just as you are occasionally anxious to ask yourself "ok, what's next?", they would be constantly anxious to feed the addiction. The difference, I guess, is that when you ask "what's next?" you exercise a choice. And addict doesn't have a choice. To clarify that last statement (because it come out a little too absolute), an addict only has a very narrow set of choices.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    18. Re:Its the rewards. by Sj0 · · Score: 1

      I'm not using humour, because it isn't funny. It's not funny at all. Another poster estimated that OP would have had to spend the 4800 hours in the game over about 2 years. That's 6.5 hours a day every single day for years.

      4800 hours is half the time it takes to become a bonified expert on something. If you spent 4800 hours working on your car, you'd be half way towards being an expert mechanic. If you spent 4800 hours talking to people, you'd be half way towards being an expert politician or salesman or social worker, depending on how you're talking to them. If you spent 4800 hours working on a college degree, you'd be half way towards a career. If you spent 4800 hours working on open source projects, you'd be half way towards being an expert in the field. Hell, spend 4800 hours on slashdot and you'd be half way towards being a master of rhetoric or logic, depending on how you argue.

      When people dedicate that sort of time to a video game -- or television or novels or sudoku or anything really, it ends careers, ends marriages, breaks up families. I've seen it and it's fucking tragedy.

      So here's my response. If you're spending 2400 hours a year playing the game, then you're not playing a healthy amount, and you are hurting your family whether you like it or not. You're neglecting your family even if you're playing video games with them if you're spending 2400 hours a year doing it. If you're not spending 6 hours every single day in the video game, shut the fuck up. I play video games like the next guy. I'm not saying all video games are inherently evil(In fact, I spent a good number of weeks engrossed in Fallout 3 very recently), nor that any video games are an automatic curse. I'm saying that spending thousands of hours in a video game, becoming a recluse (like OP admits -- Gee, for someone so self-righteous, you sure have low reading comprehension), and letting the game become 6.5 hours of your life every single day for years is the reason he didn't have pay-off in any other hobby.

      --
      It's been a long time.
    19. Re:Its the rewards. by brkello · · Score: 1

      Amazingly I am able to play WoW and still have sex. Then again, WoW can be better. It is cheaper (no sushi dinners to get it to put out) and it doesn't produce expensive children. He could have gotten some she-devil pregnant...so maybe WoW saved his life.

      --
      Support a great indie game: http://www.abaddon360.com
    20. Re:Its the rewards. by tonyreadsnews · · Score: 1

      With addiction, the choice is gone.

      The choice is always yours. In most addiction counseling, the person is the one who makes the choice to change. No once can force that change on you even if they want. All they can do is support you making good choices.

    21. Re:Its the rewards. by Sj0 · · Score: 1

      Aristotle and all his contemporaries made the mistake of laying a shaky foundation. His virtues are based on "These are the things I like". He and his intellectual descendants (Nietzsche was a philologist) break down the current and only replace it with their own airy ideals, ignoring the fact that their theoretical ideals aren't based on anything.

      "The good life" without moderation can be as dangerous and dehumanizing as any video game. One of the hardest things for me has been prying my foot off the accelerator pedal, trying to do things that aren't directly in pursuit of a goal I've set. You can lose your humanity in the glow of a computer monitor on the hundredth late night power-levelling. You can just as easily lose your humanity in the glow of your desk lamp on the hundredth late night studying in pursuit of that career, or in the soft glow of the setting sun as you finish up your hundred mile bike ride in pursuit of that body you just have to get. If you drive everyone away with your relentless pursuit of superhuman goals, it's no different than if you drive everyone away with your relentless pursuit of WoW achievements.

      --
      It's been a long time.
    22. Re:Its the rewards. by Sj0 · · Score: 1

      I've said it before, I'll say it again.

      My post applies to the guy who spent 4800 hours playing the game. The guy who gave up his social life. The guy who started to consider the achievements in-game to be worth more than achievements in real-life. I'm a gamer, and I'm a game developer, and there are even times I get sucked into a game. I spent weeks of free time recently playing Fallout 3.

      If you have things you enjoy and you can find balance, that's good. Life isn't about just finding all the most productive things you can do. If you have things that you enjoy but they become shackles, then that's bad. Life needs to be lived, and finding love (and losing love, and thinking you've found love but finding it wasn't what you expected) is a part of being alive.

      If you're worried about spawn, vasectomies are less expensive and more effective than a crate of condoms.

      --
      It's been a long time.
    23. Re:Its the rewards. by superwiz · · Score: 1

      Maybe my understanding of Aristotle wasn't as good as I had hoped. But it seemed that he did, in fact, argue for balance. The "good life" was not just success as we define it in the modern life, but a thriving household. What gave me a particularly strong indication that he strived for balance was his view that a city must balance power between the head, the people of quality (he used the word "aristocracy" but it didn't mean to him what it means to us) and the people. His view on the city though seemed to be an extension of his view on the household.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    24. Re:Its the rewards. by Sj0 · · Score: 1

      It's not a real balance. Greeks were notorious for this. Even when arguing for moderation, it was this sort of tyrannical moderation, a philosophical ideal based on their own preconcieved notions, rather than any sort of natural equalibrium based on deeper truths.

      --
      It's been a long time.
    25. Re:Its the rewards. by feepness · · Score: 1

      You may think that it's because they don't have actual sex (which isn't true because plenty of the committed players have families and kids)

      Families and kids are a detriment to sexual activity, not a guarantor of it.

    26. Re:Its the rewards. by ivan256 · · Score: 1

      I'm approaching 99 days "/played"...

      And it's not rediculous at all.

      First of all, it's divided over two years. Second, probably more than half of it is just having the game open in the background as a chat client while I'm doing something else like coding, or something.

      If, for some reason, I continue to play at this pace for another 5 years (highly unlikely), I may some day approach the amount of time I spent in IRC channels in college.

      I think I just have a unique worldview. I'm one of the few people who can say "I want to do this" and just go do it.

      I would consider myself one of those people too. I know a lot of people like that. I think you're confusing "few people" being able to do that with "few people wanting the same random things that you want".

      Personally, I started down a different path than you by not ever weighing 400lbs, or going into debt in the first place.... Solving problems you got yourself into isn't really all that great of an example when you're arguing there are better things to do with your life than play (a) video game(s).

    27. Re:Its the rewards. by jbezorg · · Score: 1

      The comment was meant to be tongue-in-cheek. Relax.

      With you suggestion though, I suspect that they may end up as a guest on a mid-day talk show on the lifetime channel. "It all started back in '09 when somebody, on a site called 'slashdot', mentioned that I take up sex as a hobby rather than video games... "

      Stick with WoW OP, it's hella' a lot cheaper then women anyway. Unless, of course, you can find one who is also into video games. Then go for it.

      It begs the question though, has anybody been taken to domestic court for ninja'ing purples from their spouse? Better safe than sorry OP if you do find one, make her sign a pre-nuptial agreement on the lootz.

      --
      I've lost all my marbles except one & It's fun to test angular & centripetal acceleration in my skull
    28. Re:Its the rewards. by Anonymous Coward · · Score: 0

      Or you might just get bitched at and treated like crap. At least that's my experience.

    29. Re:Its the rewards. by SL+Baur · · Score: 1

      It begs the question though, has anybody been taken to domestic court for ninja'ing purples from their spouse?

      That's not "begging the question".

      It's still an interesting question though. I've had my spouse get angry at me for not giving her gold for mount money.

      Sooner or later, something like that is going to happen.

    30. Re:Its the rewards. by SL+Baur · · Score: 1

      Getting out of an addictive behavior requires about as much effort as a vow of celibacy.

      This is Slashdot. Vows of celibacy are taken for granted when you sign up for your user id.

      I would say the two are very different.

    31. Re:Its the rewards. by SL+Baur · · Score: 1

      Nice wall of text, glad to see you do not believe in formatting ...

      It's my understanding that WoW now has a built-in system of "achievements".

      Oh good! An expert.

      on the other hand every little thing you do in the game pops up a shiny "congratulations" notice with a sound similar to the one played by slot machines when someone hits a jackpot.

      No, but please continue ...

      what I am trying to argue here is that WoW is not just an outlet for people who can't achieve much outside of the game

      If there was any argument in that wall of text, I guess I missed it.

      Imagine that someone in your position were stupid enough to try heroine

      Hey! My main is a level 80 female character and very much a heroine - almost all purples now, or so the factions she is exalted with say. Perhaps you meant a different word than what you spelled?

      The difference, I guess, is that when you ask "what's next?" you exercise a choice. And addict doesn't have a choice.

      An addict always has a choice. I choose when I when I wish to light up a cigarette, but maybe that means I'm not an addict then.

      To clarify that last statement (because it come out a little too absolute), an addict only has a very narrow set of choices.

      Draenei, Night Elf, Dwarf, Gnome, Human. Seems like plenty of choices to me ...

    32. Re:Its the rewards. by SL+Baur · · Score: 1

      I'm approaching 99 days "/played"...

      I'm at 80 days, with 20 days at level 80. I suppose I'm an addict for logging in to WoW just to check that.

      And it's not rediculous at all.

      First of all, it's divided over two years. Second, probably more than half of it is just having the game open in the background as a chat client while I'm doing something else like coding, or something.

      Of course! It's not "rediculous" at all, that isn't a word. It isn't ridiculous either.

      First of all, it's divided over two years

      Heh. "It's called denial, Jack"[1]. I've played longer than you and have fewer hours.

      If, for some reason, I continue to play at this pace for another 5 years (highly unlikely), I may some day approach the amount of time I spent in IRC channels in college.

      Not bloody likely. IRC eats up a hell of a lot more time than WoW.

      But hey, believe whatever makes you happy.

      [1] Did that quote appear in the movie, or just the book?

    33. Re:Its the rewards. by Anonymous Coward · · Score: 0

      Draenei, Night Elf, Dwarf, Gnome, Human.

      You forgot to mention the troll. Or is that only outside of WoW?

    34. Re:Its the rewards. by superwiz · · Score: 1

      The choice is always yours.

      I'll be harsh. But only because this deserves a bit of harshness. The attitude of those who say "the choice is always yours" is arrogant. This quote, often repeated to addicts, plays on language. From the point of view of an addict the choice is made much more difficult. But rather than say that, most people (not just the addicts) will often say the simpler phrase "the choice is gone". It's true that it's not gone 100%. But it's the choice between running a marathon without having any practice and eating a piece of chocolate cake. Those who insist on uttering this phrase fail to recognize the difficulty of the choice and the struggle that it entails.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    35. Re:Its the rewards. by SL+Baur · · Score: 1

      troll, tauren, Orc, undead and blood elf are horde.

      There are more trolls on /. than in World of Warcraft.

    36. Re:Its the rewards. by geminidomino · · Score: 1

      So basically, it's because you play guild wars, a game properly paced, that you've got the time to find a girl who will accept cunnilingus for black dye.

      Actually, the girl was around before GW came out, but your point is a valid one. ;)

    37. Re:Its the rewards. by jbezorg · · Score: 1

      When you consider 1000 gold in WoW sells for about $3 and right now GM stock is trading at about $1.10 per share on the NYSE, it's inevitable.

      --
      I've lost all my marbles except one & It's fun to test angular & centripetal acceleration in my skull
    38. Re:Its the rewards. by Anonymous Coward · · Score: 0

      bonified

      Heh heh...

    39. Re:Its the rewards. by tonyreadsnews · · Score: 1

      When I see someone saying "the choice is gone", I see it as a cop-out. The choice is certainly made more difficult, but any way you cut it, it is still there, and the addict is the only one who can choose to change the outcome.

      As someone who has quit smoking, I am reminded (sometimes daily) how hard it is to overcome the addiction as I still feel the pull. But no one can quit smoking for me just as no one can quit playing a game for a game addict.

      You can even argue that, for some, even removing one addiction by force will just result in development of another. However, once an addiction is overcome by the individual, I think it more likely they can see how an alternate addiction could bring them back to the same low as the previous as they would have learned from their experience.

  3. Companionship is addictive by BadAnalogyGuy · · Score: 5, Insightful

    There is a pretty funny theory that the vast majority of WoW players are well-respected professionals who play the game in their free time. Through the playing of WoW, they not only practice their leadership skills, but also organizational skills and planning skills. The idea is that the game reinforces and promotes cooperative game play while preserving a fun environment.

    But we all know the truth. It's 30 year old lardballs who still live with their parents that play this game. The lack of friends and human companionship drives them to seek out online communities where they can be accepted as who they portray themselves as rather than for who they, unfortunately, are. Seeking companionship is one of the most primal of human urges.

    I don't know how you can say the game is addictive, in that sense. I'm not addicted to breathing or eating, but I'd die without doing either of those. We are talking about something very close to the core of being a human, not a dependency developed through repeated exposure.

    1. Re:Companionship is addictive by Lordfly · · Score: 4, Interesting

      Anecdotally, my best friend from high school pulls down six figures at an international oil firm. He's an engineer, finds natural gas all day. He's one of the smartest guys I know. He pulls down 24 hour shift routinely.

      What does he do in his very limited spare time? Runs raids in WoW with all of his fellow engineers. He has multiple accounts, each with multiple Level 80s on them.

      Somehow I think your stereotype of "FATBALL LIVES AT HOME WITH MOMMY LOL" falls flat.

      --
      hookers and grits.
    2. Re:Companionship is addictive by MrMista_B · · Score: 0, Troll

      Huh, rather long to be a troll. Just flamebait then?

    3. Re:Companionship is addictive by Anonymous Coward · · Score: 1, Insightful

      Look, using these tired stereotypes about gamers is hardly productive to your argument. Clearly you don't know the people you are commenting on. I won't waste my typing on examples of educated, active, successful gamers with families, businesses and real lives. Suffice to say that your characterization is deeply unimaginative and flawed.
      The question of addiction is also a bit of a stereotype, which I think is owed to the hobby-like space which gaming occupies. I believe gaming can more convincingly be compared to other multimedia entertainment, such as television, which rarely gets discussed as an addiction, owing I'm sure to the pervasive presence and acceptance which TV has in society.
      The difference with gaming, MMO games in particular, is the they have the addition of a social element. For me, this makes them occupy a much more socially "connected" activity than watching sitcom reruns on the boobtube...

    4. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      I am one of those WoW playing FATBALLS you insensitive clod!

    5. Re:Companionship is addictive by Dunbal · · Score: 2, Funny

      He's an engineer, finds natural gas all day.

      Hell, I guess I will be seeing him at my place soon, especially after burrito night.

      --
      Seven puppies were harmed during the making of this post.
    6. Re:Companionship is addictive by setagllib · · Score: 2, Insightful

      People are infinitely more likely to spend long stretches of time watching television with others than alone. Having someone else there makes it feel more social and less pathetic, even if you're not saying a word to each other.

      Online gaming takes this to the extreme, where there are always plenty of other people there to make players feel validated in their choice of activity, and so players stay on until the "real world" forces them out.

      The social element is critical to immersion and addiction. There's nothing like tribe mentality, peer pressure and dependence upon external validation to continually fuel destructive behavior.

      --
      Sam ty sig.
    7. Re:Companionship is addictive by Opportunist · · Score: 4, Interesting

      If you're actually looking for "efficient management" in MMOs, you might have to look to other MMOs. I know of a few EvE guilds that are ran more ruthlessly than the worst (RL) corporation you've ever worked for. Where you're told when and where to be online, what ship to fly, what skills to learn, what equipment to outfit, if you're a fighter. Where you're told how much ore you are to mine in a given amount of time, if you're a miner. Where you're told what to produce and where to get it, if you're builder or transporter. All with levels of management who have to report what they're doing, with set goals that have to be met, and if you don't meet it, well, it's been a pleasure to work with you, you have 24 hours to leave our space before we open fire on you.

      That's not playing anymore, though. That's worse than working a second job. That's working a second job and paying to do it.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    8. Re:Companionship is addictive by Opportunist · · Score: 5, Insightful

      The statistician in me says "if the number of items in a sample is large enough, you'll find an oddball that will serve as the 'see, it ain't so' example".

      WoW has 10 million players. It's a given that you can pull any kind of sample even out of your ass and it will be fitting. I can, even without checking, say that the chance that there is at least one celebrity, one mass murderer, one nobel prize candidate, one illiterate, one billionaire, one terrorist... playing WoW ist ONE. The sample is big enough that it's near certain that ANY kind of group has at least ONE representative in it.

      Whether your friend is the norm or the exception is another question.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:Companionship is addictive by areusche · · Score: 1

      Games like WoW or Simcity for that matter have no addicting effect. This isn't like heroin or cocaine for that matter. I was "addicted" to Sim City 4, and guess what happened? I got tired of playing it. That doesn't tend to happen with most hard drugs out there on the street. To this day i refuse to play WoW on the premise that I only need to pay once (like a hit). I don't need a "prescription" of WoW.

    10. Re:Companionship is addictive by Aladrin · · Score: 2, Informative

      By the same token, we can find your lardball the same way.

      I think if you actually studied the population of WoW, you'd find it heavily biased towards males... But little else. The rest of the population is probably represented pretty well.

      Now, if you want to make the case that most of the people in the world are lardballs, that's a different story.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    11. Re:Companionship is addictive by Anonymous Coward · · Score: 0, Funny

      Now, if you want to make the case that most of the people in the USA are lardballs, that's a different story.

      There, fixed that for you.

    12. Re:Companionship is addictive by Krneki · · Score: 1

      I doubt you can be a good leader if you are an asshole in real life.

      In the same way as in real life, you have to know how to socialize in the game. If you don't know how to follow the rules and respect your team mates you are out.

      --
      Love many, trust a few, do harm to none.
    13. Re:Companionship is addictive by WeirdingWay · · Score: 1

      Very limited spare time yet he has multiple 80s in an expansion that hasn't been out that long? Either he's doing something illegal (purchasing multiple accounts), or you're full of crap.

    14. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      With that cash i can also buy accounts at ebay

    15. Re:Companionship is addictive by umghhh · · Score: 1

      While for /.ers living in seclusion of parents' house basement may be true the rest of your theory (about seeking companionship) is probably less applicable. The article specifically underlines certain way 'computer gaming' in particular makes you addictive. Granted that you have to be at least interested in games in the first place but what happens next is another thing. Psychologist I saw once in tely claimed that by ensuring small steps (levels) and getting rewards after passing each is the best way to achieve addiction especially if really unpredictable and unpleasant things like death or prosecution are excluded from virtual world (in this sense you can start your 'life' anew if things go terrible wrong). That seems to be the same as what TFA claims.

    16. Re:Companionship is addictive by Rogerborg · · Score: 1

      Heroin produces physiological effects when withdrawn, as do nicotine and caffeine. Cocaine does not, although subjects experience psychological addiction due to craving the positive effects that it had on them - just like with gaming.

      Just so we we're clear on the Articles of War (on Some Drugs).

      --
      If you were blocking sigs, you wouldn't have to read this.
    17. Re:Companionship is addictive by arth1 · · Score: 4, Informative

      I think if you actually studied the population of WoW, you'd find it heavily biased towards males... But little else. The rest of the population is probably represented pretty well.

      For values of "probably" indistinguishable from "wishfully".

      According to the Daedalus Project, the average age of a WoW player is 28.3 years, and he (86%) spends 22.7 hours online per week. 38.3% of the players are full time students, while only 2.0% are retired.
      How about marital status? While I couldn't find any stats particularly for WoW, for MMORPGs as a whole, 64% of players are single. Even more so for men (67.4%).
      Income? The largest group of MMORPG players have no personal income, being either students, home makers or unemployed. The largest income bracket for those that DO have income is between $25,000-$39,000.

      To summarize, the demographic Median Joe in WoW is a single male, 27 years old, either a full time student or working a single low-paid job.

      (And that's including the statistics for those you know who are happily married and have six digit incomes. Subtract those, and the statistics get even worse.)

    18. Re:Companionship is addictive by hesaigo999ca · · Score: 1

      Yes, maybe some, no.
      Yes, many develop leadership skills (of sorts good only in the virtual game space)
      Maybe some are tub of lards, hell if you come over and think after running a raid or 2,
      I am a tub of lard, I will show you how I can do laundry on my 6pack.
      No, the game is highly addictive, the only thing stopping me from playing continuously,
      is 3 things, a girlfriend that whines all the time, the dogs that need to be walked often,
      and a scrooge side, that will not allow me to spend on a game I bought already (supposedly).
      I play 2 months on, 2 months off.

    19. Re:Companionship is addictive by Hatta · · Score: 2, Interesting

      Personally, I don't care much for companionship in a game. I've never been much into multiplayer games at all. The game I find really addictive is Civilization. That and Nethack. The "Just..one..more..turn!" appeal of these games that entire nights, or even weekends can disappear into them.

      I don't play much of either any more, I spend more time expanding my collection of classic consoles. But my point is, there's something besides just surrogate socializing that makes games addictive.

      --
      Give me Classic Slashdot or give me death!
    20. Re:Companionship is addictive by Toad-san · · Score: 1

      I don't think so.

      I'm FAR more antisocial and loner (with ALL my characters) in WoW than I am in the Real World. No guilds, solo everything, no instances, rarely do battlegrounds. Characters on three servers, all of which are PvE and not PvP. But the only role-playing I'll do is to have an accent. I used to give away low-level enchants and bags to lowbies, but don't even do that any more. Yep, antisocial as hell. Because that's not the part of the game that attracts me.

      So I for one definitely don't play WoW (for years now, and a LOT of hours weekly) for the companionship or society of others. And I fit the first part of your description (professional playing in offtime for entertainment, relaxation, escape), rather than the second.

    21. Re:Companionship is addictive by gparent · · Score: 1

      But we all know the truth. It's 30 year old lardballs who still live with their parents that play this game. The lack of friends and human companionship drives them to seek out online communities where they can be accepted as who they portray themselves as rather than for who they, unfortunately, are. Seeking companionship is one of the most primal of human urges.

      Are you serious? This should be modded +5 Funny, not Insightful. I've played WoW for many months, and have taken long breaks 3 times already. The breaks were not forced, they were a decision I made because I was simply tired of the game, and no, I did not experience withdrawal. I'm also perfectly capable of raiding 4 hours a day 3 days a week and seeing my friends on the other nights I'm not raiding. I have no such social issues you speak of, and I play in a guild where many players are playing with their girlfriends/wives.

      You seriously need to take a step back and look at the reality. The media did something to you. I'm not the only one who's playing WoW and who also has a social life. Most of the players I've played with are this way, although I have seen (mostly younger players) people doing bad in school because of their 'addiction'. It does happen, but the majority of players are not this way.

    22. Re:Companionship is addictive by bFusion · · Score: 3, Funny

      Yeah, but I doubt that there's a WoW player that's a illiterate mass-murdering celebrity billionaire terrorist!

    23. Re:Companionship is addictive by Aceticon · · Score: 3, Interesting

      If your theory about the need for socializing was the end all explanation for the success of Online games, then Second Life (as pure a socializing game as it could be) would be by far the most successful of them all.

      The truth is that not all of us in our 30s are driven to play Online games for companionship (or are fat and live in our parent's basement ;)).

      There are multiple drivers to play online games (see the Bartle Food Groups: http://en.wikipedia.org/wiki/Bartle_Test) only one of which is Socializing.

      Online games (like WoW or Unreal Tournament) have two really big differences from equivalent single player games, both little or not at all social:
      - MMORPGs contain HUGE universes, much bigger that the largest of single player RPGs and they periodically grow. A game like WoW can keep an "explorer" type busy for months, even years.
      - The current status of AI in games is such that playing against computer-controlled bots is less satisfying that playing against people. Part of the reason is technical: bots are incapable of complex strategical moves - and part is social: it is more satisfying to demonstrate superior skills against a fellow human than against a bot. This mostly satisfies the Achiever types.

    24. Re:Companionship is addictive by Opportunist · · Score: 1

      I honestly don't know. But let's see what I'd expect...

      I'd expect the average WoW player to be below median age, I'd expect him (him, definitly him) to be not dead broke, I'd expect him to be able to see and hear and use his limbs (arms at least), I'd expect him to have an IQ above 80, able to interact with the world and not be in a coma... Simply due to the average computer user being below median age, able to afford a computer and use it, coupled with the average computer player being below median age, able to afford...

      That alone means that the sample itself (using "the population" as the basic population and universe of our statistics) isn't too well suited. You have a lot of items in your sample that simply CANNOT participate in WoW due to financial restrictions (can't afford a computer and internet connection), due to physical limitations (can't see or move arms, or be in a vegetate state... CAN THE JOKES over there, no flame war here!) or due to not being interested in computers in the first place.

      Rather, I'd compare "the average WoW player" to either "the average computer game player" or even more specific to "the average MMO player" if I wanted to see whether WoW players share some common trait when compared to other groups of similar significance. It's kinda pointless to compare "WoW players" to "the population" and find out that it's almost exclusively young male computer users, which can easily lead to the conclusion that young males who own a computer are prone to "addictive computer playing disorders", because there are almost no cases known of post-menopause grannies with cataracts who fell for the "threat" of MMO addiction (the one oddball you might find is the statistical error, ok?).

      When you want to do statistics, first of all choose your universes very carefully.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    25. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      Dear areusche,

      If you don't like that hit of WoW, why don't you try me instead? Just one easy payment of $49.95 and you can play with me all you want!

      Sincerely,
      Guild Wars

    26. Re:Companionship is addictive by ausekilis · · Score: 1

      The saddest part of your story is that it's true. I know a guy whose only "management" experience was being a raid leader for a couple years. He interviewed for a management job, and got it, solely because he was able to organize and keep track of ~40 people on a regular basis.

    27. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      > The sample is big enough that it's near certain that ANY kind of group has at least ONE representative in it.

      Except for the group of people not playing WOW...

    28. Re:Companionship is addictive by aicrules · · Score: 1

      Hopefully he's very high 6 figures otherwise he's just a 40K a year worker who does a buttload of overtime.

    29. Re:Companionship is addictive by Maxo-Texas · · Score: 1

      Everquest was addictive.

      Running a 60 person guild for 24 months gave me a lot of the skills I use in my job running a team of 9.
      It gave me a ton of experience dealing with politics.
      It made me aware that a small core of people are rock solid- so you need to value them.
      It really opened up my eyes about how many people are users (the best do not even see it themselves- they view themselves as good people).
      But as long as they get what they need reasonably consistently, they stay.
      It opened my eyes how fleeting "we'll always be buds" really is.

      As an old D&D hound, it was the closest thing to heaven. if my hands had not gone bad, I'd be playing today.

      Very irritating dealing with the "ubers" tho. If I play again someday-- it will be when I'm retired and can be "uber" as well.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    30. Re:Companionship is addictive by Sj0 · · Score: 1

      Sounds more like "Fucking moron is a moron" to me.

      The guy makes 6-figures, barely ever has free time, and instead of seeing the actual world, decides instead to play a video game about seeing the virtual world?

      --
      It's been a long time.
    31. Re:Companionship is addictive by geminidomino · · Score: 4, Funny

      There is a pretty funny theory that the vast majority of WoW players are well-respected professionals who play the game in their free time.

      [citation REALLY fucking needed]

      The paid spokespeople on TV (Captain Kirk, B.A Baracus, etc...) are not "the vast majority" of players.

      Through the playing of WoW, they not only practice their leadership skills, but also organizational skills and planning skills.

      Leadership skills?

      "How I mine fish?"
      "Can someone give me 10 silver?" /unequip armor + /dance on mailbox

      Alexander the Fucking Great they're not...

      Seriously, WHO holds this "theory?" They need to be sterilized for the sake of evolution.

      (Not flaming parent, just REALLY amused)

    32. Re:Companionship is addictive by Push+Latency · · Score: 1

      Actually, I know many people in LOTR:O who are well-respected professionals who play in their free time. I have lead a large, very active Kinship for almost two years, don't live at home, and find that the experience has been *enormously* edifying to my professional experience, and has definitely enhanced my ability to plan, and organize large groups of people in complex tasks.

      Rather than a lardball, I am a fit, 32 y.o, Harvard-graduate and technology professional, who still finds time to spend tons of time outdoors (backpacking, alpine touring), and maintain a very happy married life. Looking through my forums at the RL (real-life) pictures of my Kinsmates shows that the proportion of members who fits your description is in synch with the general population, if not less; i.e., most are not "30 year old lardballs..."

      Your comment on companionship is semi-correct; I love my friends in LOTR:O, and love to spend time with them, but most of them know who I am, and what I am like in RL. To the point of the article, yes, the entire interface is addictive, and I get frustrated with non-ethical mindless-grind content. However, most everything fun could be described as "addictive", such as skiing, playing piano, etc.

      Of course, this is LOTR:O. If you actually play "that other game", your assessment could well be correct. I wouldn't know...

    33. Re:Companionship is addictive by Sj0 · · Score: 1

      That makes more sense than you'd think.

      People with real jobs don't like coming home to work more.

      --
      It's been a long time.
    34. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      Maybe I'm the exception too the rule, but I'm a commercially successful developer with a wife who also plays, both of us have multiple maxed characters, in a top end raiding guild.

      In work life I manage a team of globally disparate developers delivering million dollar projects for some of the largest corporate entities in the world.

      I guess I don't quite fit your stereotype. With subscription numbers in the millions the attempt to stereotype the typical WoW player is endeavor destined to fail, simple numbers dictate that there are only so many basement dwelling, parent subsided geeks in existence.

      Why do we enjoy playing? For myself work involves complex problems (both technical and soft), high pressure and high steaks, WoW provides the opportunity to escape from this serious cut throat world, and interact with a meaningless fantasy environment without consequence. To be brutal its better than hookers and coke, consider it a cheap habit.

    35. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      Makes sense.

      The younger players with more free time will tend to play WoW or other on-line games for longer and more intensely, as well as playing more of a variety of on-line games.

      I expect that me and my wife will be done with WoW completely after only a year or so total. It's a nice game and all, but it is only a game.

    36. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      If that is even close to accurate, then you're also going to find FBI agents doing raids with suspected terrorists and trying to infiltrate their guilds...

    37. Re:Companionship is addictive by Aladrin · · Score: 3, Interesting

      That's probably true, for those who bothered to fill out the survey. Obviously, the '6 figure' friend above didn't fill it out because there isn't even an income bracket for him.

      In case that isn't clear: People that make a lot of money don't go around telling random people about it.

      Also, let's talk about numbers... 64% of MMO players are single. You've also said the 'largest group' of MMO players 'has no personal income'. How do they manage both? Even if we assume minimal overlap, there's > 14% of them that are married and have no income.

      Seriously, your numbers don't make sense.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    38. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      Personally, I don't care much for companionship in a game. I've never been much into multiplayer games at all.

      Agreed. I rarely play any games but when I do I don't want it to be multiplayer. I have a job where I'm around tons of people, I have a girlfriend, and I have more real-life friends than I have time for right now. There's plenty of human contact during the day. If I play a game it's because I am overwhelmed by other people and want some alone time.

    39. Re:Companionship is addictive by forsey · · Score: 1

      However, for those numbers to have meaning you'd have to compare them to the general population. If most people make between $25,000-$39,000 and fewer make 6 digits, it would make sense if that's reflected in the WoW population. You can't just show that there are a large number of "lard asses" in WoW, you also have to show that it's a significantly different portion than that found in the general population.

    40. Re:Companionship is addictive by JasterBobaMereel · · Score: 1

      So... what you are saying is that WoWers are the kind of people who play 22hrs a week online but don't work so have time for a social life *as well*

      --
      Puteulanus fenestra mortis
    41. Re:Companionship is addictive by tnk1 · · Score: 2, Interesting

      Having played both WoW and Eve in endgame situations, you're absolutely right that the Eve Alliances are absolutely insane, but its simply a matter of degree. You can actually build empires in Eve which contain actual game space that you have sovereignty over, and it turns out that such things need serious management.

      I remember times in 0.0 space when the constant raiding from other groups or random pirate gangs made it impossible for people to even hunt rats (NPCs). It would take way too long to call our fleet out if they weren't already formed, and generally we ended up with a miltia of people in their ratting ships or people in ships too slow to deal with the nanogangs at the time.

      In the end, since we were never a major alliance, we couldn't maintain 24/7 coverage of our chokepoints so we had to create what I called "Office Hours" where we pre-assembled the fleet, set up gate camps and roving patrols and told people that they needed to run their operations in that time or they were on their own. In that time, people had to provide fighters in effective warships or if they were industrial companies, they needed to provide a quota of materials/ships/ammo/components to allow the members of the Fleet to do the fighting and not have to spend all of their other time farming to make money to pay for ammo or new ships.

      WoW ended up being much the same, because I found that while I did not need to schedule as often to have fleets available for self-defense, I still had huge hassles with scheduling in WoW raiding.

      I found that in the end, its "the dealing with other people" aspect of raiding, with all the variable skill levels, their demands and their personalities, which is what made Alliance management and Guild management into real tasks. And I found that you ended up with a similar amount of people management in both games simply because you were regularly dealing with 20-150 people in both games.

      Having said all of that, and having been a guild leader, I wouldn't call WoW addictive. Or rather, it wasn't addictive to me. That may be a funny thing to have someone say who spent 7 days a week for hours playing, but its true. WoW simply has a lot of content that is worth looking at. Its not worth buying something if you don't get to at least explore it to the best of your ability. Once that content is done, though, its boring and completely non-addictive. I stopped playing the game totally at least twice as soon as the grind began to overtake the new content, and the only reason I came back for BC was because a friend dragged me into it (and for new content, of course). I was quite willing to say out of the game.

      Right now, even the new content is not enough, because I know its now basically the same gameplay and I can watch You-Tube videos to see the pretty landscapes, if I want to. Even though I never considered buying WotLK, I can say that I am satisfied that I completed World of Warcraft as a game, and it was time to move on to something else entirely.

      On the other hand, unlike WoW, I did actually wanted to play Eve after I stopped playing it to concentrate on WoW. I think that while it does not have the same unique content and polished world as WoW, there was enough complexity and niches in Eve to make it replayable even after having played yourself out once before. In WoW, you have two choices. You can be a raider or a loser, which for me is no choice at all. You might also add PvPer as a possibility, but nothing I have seen of WoW PvP makes me believe it has stopped being a joke and I did actually try to be a PvP player more than once.

    42. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      The statistician in me says ...

      ... the average depth of this lake is just a half meter... let's swim!

    43. Re:Companionship is addictive by nobodylocalhost · · Score: 1

      You are sadly mistaken if you believe that is the case. What makes you think that someone inept socially offline would be adapt online? Honestly, the 30 yearold lardballs are those who solo all the time, and grind level all day instead of talking and socializing. And they'd quick to grief and gank you with well practiced skills. I seriously doubt they play mmos to socialize, no, I honestly believe that these people play mmos to prove they are superior in order to boost their ego.
      You obviously haven't played enough mmo to make that kind of statements, I suggest do your research before spewing nonsense.

      --
      Where is the "Ignorant" mod tag?
    44. Re:Companionship is addictive by ewenix · · Score: 1

      Somehow I think your stereotype of "FATBALL LIVES AT HOME WITH MOMMY LOL" falls flat.

      Agreed.
      None of the WoW players people I personally know
      (meaning I regularly see them with my own eyes out in the real world)
      fit into that lardball living with mommy sterotype.
      I'm sure there are plenty of them out there though.

      Personally, I don't care for raids and I only tolerate battlegrounds for better gear and to satisfy the occasional desire for PvP.
      I enjoy questing alone or in small groups. Doing the same quests again as a different class and race puts enough difference in to keep it from becoming mundane for me. When I'm tired of that, I can always suck it up and roll an Alliance character and play the other side.

    45. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      The percent that have no income, are 27 years old and live in their mothers' basements. Duh.

    46. Re:Companionship is addictive by Anonymous Coward · · Score: 0

      Married, living on student loans, spend money on WoW rather than beer or weed...I've been there, but with DnD books and flowers for my wife.

    47. Re:Companionship is addictive by Feyshtey · · Score: 1

      Curt Schilling (Major Leage Baseball Pitcher) plays(ed) EverquestEverquest2. http://www.joystiq.com/2006/03/16/curt-schilling-looses-the-mitt-for-the-ole-mouse-and-keyboard/

      Dave Chappelle the comedian plays Warcraft. http://www.buzzle.com/editorials/2-23-2006-89653.asp

      Eric Bloom from Blue Oyster Cult plays Warcraft. http://en.wikipedia.org/wiki/Eric_Bloom

      The prolific fantasy artist Ruth Thompson plays Warcraft (and I can tell you she is CERTAINLY not wanted in the attractiveness category) : http://www.tarnishedimages.com/

      I've also read that that author Michael Moorcock plays WoW. I've heard rumor of Steven King. I know with certainty about 4 semi-pro hockey players, and rumor of 4 more pro hockey players.

      This list could continue indefinately. And these are just the ones that I knew of offhand that were easy to find evidence for. The point being that there are plenty of very successful, influential, wealthy and talented people who find the escape of an online fantasy world to be not only entertaining, but also a healthy distraction from the pressures in their every day lives.

      I'm sure there are hundreds of household names that could be added to the list, if not thousands. But would you make it public knowledge if you knew you'd be judged, or worse, stalked, in the one place you might be able to socialize regularly with total anonymity? Especially if you literally couldn't leave your home with people taking photos of your every step?

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    48. Re:Companionship is addictive by brkello · · Score: 1

      Um, that's not truth. I find it funny how Slashdot would mod you to oblivion for making that statement about people who play video games in general, but since it is popular to bash WoW, and those who play it, on here, it gets modded +5.

      Truth is there are all sort of people who play. And yeah, I take it personally because I play. I am a 30 something who plays for two soccer teams and am quite athletic. I have a very successful career and own my house. I play first chair second violin in a local orchestra. I also have a good looking girl friend and plenty of amazing friends.

      I play WoW because I find it fun. The nicest thing I can think to say to you is: Fuck you for stereotyping people. I expect better from this site and its mods.

      --
      Support a great indie game: http://www.abaddon360.com
    49. Re:Companionship is addictive by Nekomusume · · Score: 1

      The current status of AI in games is such that playing against computer-controlled bots is less satisfying that playing against people

      Actually, I've found people to be one of the most aggravating aspects of MMOs.

    50. Re:Companionship is addictive by goldaryn · · Score: 1

      > one celebrity, one mass murderer, one nobel prize candidate, one illiterate, one billionaire, one terrorist

      And we have a surprise for you... he's taken the time off posting on Slashdot... he's here tonight!

    51. Re:Companionship is addictive by illumin8 · · Score: 1

      But we all know the truth. It's 30 year old lardballs who still live with their parents that play this game. The lack of friends and human companionship drives them to seek out online communities where they can be accepted as who they portray themselves as rather than for who they, unfortunately, are.

      Speak for yourself. I'm 35 years old, engaged to be married, exercise 3-4 times a week, have a full time job, and play WoW about 2-3 nights a week for a few hours. Most of the people in my guild are also professionals in their 30s with wives, kids, and real lives outside the game.

      The stereotype of a teenager or 30-something playing in their mom's basement is just a stereotype. Sure there are a few of those because games like WoW appeal to someone with an infinite amount of free time, but the vast majority of the 11+ million subscribers probably only log on a couple times a week.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    52. Re:Companionship is addictive by Behrooz · · Score: 1

      Yeah, but I doubt that there's a WoW player that's a illiterate mass-murdering celebrity billionaire terrorist!

      Exactly, if Paris Hilton played WoW, the tabloids would already know.

      --
      "We have to go forth and crush every world view that doesn't believe in tolerance and free speech." - David Brin
    53. Re:Companionship is addictive by Laserwulf · · Score: 1

      Yeah, but I doubt that there's a WoW player that's a illiterate mass-murdering celebrity billionaire terrorist!

      Osama bin Laden might play WoW, though.

      --
      "Make cyberlove, not cyberwar!" -Khaed(544779)
    54. Re:Companionship is addictive by 4D6963 · · Score: 1

      Wow, so instead of being a broke loner who lives in his mother's basement, it's a one-dimensional workaholic who fills his downtime with only one thing. Yeah, this is so unequivocally better.

      --
      You just got troll'd!
    55. Re:Companionship is addictive by meimeiriver · · Score: 1

      But we all know the truth. It's 30 year old lardballs who still live with their parents that play this game. The lack of friends and human companionship drives them to seek out online communities where they can be accepted as who they portray themselves as rather than for who they, unfortunately, are. Seeking companionship is one of the most primal of human urges.

      You're working this deal all backwards. It's real life that allows people to portray themselves as someone they, unfortunately, aren't. The cute girl with her hot body, the salesman with his endearing smile, the exec in his spiffing suit, it's all covering the inside. If we'd ever got to see who these people really are, we'de be running away screaming half the time. In worlds like WoW, however, such physicalities have fallen away. What you call 'pretending' is, in fact, often the opposite: that sweet girl you're talking to, well, she really IS sweet. That's who she really is. It's YOU, used to judging people by their outer package, who concludes she's pretending to be something she's not, should it turn out she's fugly in real life.

      In worlds like WoW, the avatars notwithstanding, you are what you write: your inner thoughts is what attracts people to you (or repels them from you). There's no cute body to help you out. You can't jiggle your boobs to get your way, or bat your beautiful wide eyes at that policeman, and have him tear up that speeding ticket. It's all just you. Now, if that allows some people to be highly more successful, or popular, than they are/would be in real life, then only so because there's no (sometimes plain, ugly, or plain ugly) cover to judge the book by. That's a good thing, BTW.

    56. Re:Companionship is addictive by Opportunist · · Score: 1

      What makes EvE fun for me, and what balances it out between different play styles, is that its risk/reward structure is pretty solid. WoW, at least in my experience, has none. You don't risk anything, no matter what you do (please don't talk about rep costs, ok? Don't make me laugh). So due to a very nominal level of risk, the only way to "succeed" is basically to do the most "dangerous" thing there is, raiding the huge encounters. Doing anything else is simply a waste of time, you can never achive the same in a similar amount of time.

      You can do the equivalent of "huge raids" in EvE: Mining/fighting in hotly disputed 0.0 space. It is rewarding. Blown up player ships drop hellish good loot (and the bigger the player you just blew up, the better the loot). But the risk is likewise insane. You risk everything, your ship, your equipment, your implants, you put it all on the line to get this done. High risk, high reward.

      On the other end of the spectrum is highsec mining. No rats and the only nuisance you might have to deal with is ore thieves. And even that can be taken care of with care and cooperation with haulers. No risk, mediocre rewards. What makes it fun is that even a player with years of experience could do that, simply because the most common ore is also the most sought after ore in the game. It costs pennies, but you need gigatons, and old miners can supply those gigantic amounts.

      The beauty is now that both play styles will eventually even out. If you're good, the high risk road is of course more profitable, but it's a hell lot more of a gamble. You can also play it save and grow slowly but steadily.

      The choice is yours. Both are viable.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    57. Re:Companionship is addictive by SL+Baur · · Score: 1

      I'd expect him to be able to see and hear and use his limbs (arms at least), I'd expect him to have an IQ above 80, able to interact with the world and not be in a coma...

      You have obviously turned off /trade in the capitol cities. Sheesh.

    58. Re:Companionship is addictive by SL+Baur · · Score: 1

      if Paris Hilton played WoW

      Paris Hilton is in WoW, Lower City, Shattrath selling ridiculously priced designer goods. Or is that Haris Pilton?

    59. Re:Companionship is addictive by SL+Baur · · Score: 1

      Osama bin Laden might play WoW, though.

      He's a troll who mostly hangs out in Orgrimmar in front of the bank begging for gold from high level players. But, sssh, don't tell anyone.

    60. Re:Companionship is addictive by SL+Baur · · Score: 1

      Either he's doing something illegal (purchasing multiple accounts)

      That's not illegal, it's called the "Blizzard Family Plan". I had to buy a separate account for my wife. I'll have to buy separate accounts for my kids when they get old enough to play though one can play on each of our accounts while they're underage.

    61. Re:Companionship is addictive by SL+Baur · · Score: 1

      The guy makes 6-figures, barely ever has free time, and instead of seeing the actual world, decides instead to play a video game about seeing the virtual world?

      I play WoW, I make 6 figures. I've lived in three different countries and am about to move to a fourth. I've also had a passport so full of visa stamps, I had to get extra pages added to it.

      Just how much of the world outside your mother's basement have you seen?

    62. Re:Companionship is addictive by SL+Baur · · Score: 1

      I know a guy whose only "management" experience was being a raid leader for a couple years. He interviewed for a management job, and got it, solely because he was able to organize and keep track of ~40 people on a regular basis.

      I'll bet he made a good manager too ...

    63. Re:Companionship is addictive by TempeTerra · · Score: 1

      Interesting that you should mention those games; they're the same ones I keep coming back to (well, not nethack. Too perverse. But other roguelikes). I would also add X-COM (the original or Terror from the Deep), and honourabe mention to Alpha Centauri even though it's Civilisation in all but name.

      Something to do with randomly generated but coherent maps really scratches an itch for me. It also stops the AI from cheating by being customised for a specific map. I think one of the big failures of the X-COM remakes has been that they sacrifice the jigsaw puzzle maps of the original for 'ooo 3d rendered, but only four maps'.

      I would welcome suggestions of other games that do similar random content generation.

      --
      .evom ton seod gis eht
    64. Re:Companionship is addictive by sigmoid_balance · · Score: 1

      Not all WoW players are american, you insensite clod :P Now on a more serious note. $25k-39k is very low for US, but is a mean over lots and lots of other countries. It might be low for you, but $25k-$39k is quite high in some parts of Europe.

  4. Addictive ? by Anonymous Coward · · Score: 1, Funny

    Well, as they package Red Bull with it...

  5. Rewards. by Kavorkian_scarf · · Score: 4, Insightful

    Well it didn't post my last comment. I was addicted to the rewards that were available to me, and the clear cut, investment required for them. Do this X many times, get this in return. Kill X many of this, and get this. I was and still am(sorta) addicted to wow. I /played my main over 200days(pre BC), id been there since it went live, with 5 other mains all 60 with alot of /played time on them. It was mostly a replacement for the lack of things I had to show for myself. Before people jump down my throat, its not like I sat in my room all day playing (almost) I was a social recluse by choice, I enjoyed my life as it was, and I just found that I lacked the disciplin and the means of which to obtain the things I wanted for myself. WoW was my answer.

    1. Re:Rewards. by Anonymous Coward · · Score: 0

      I've done that twice. Once I fell in, the other time circumstances came to the rescue. It wasn't WoW, but a game very similar.

      It really is a dangerous trap, that you don't really see coming, and it takes a hell of a lot of motivation to get out of.

    2. Re:Rewards. by alcmaeon · · Score: 1

      Ah yes, that damned Ultima Online worm-farming. :-)

    3. Re:Rewards. by tnk1 · · Score: 1

      I have to ask how you can tolerate the grind. And before I go farther, let me state that I was a WoW guild leader and raided 5 days a week before I stopped playing, so I am not in any way pretending to be some person who sneers at WoW players. My first level 60 was within a few months of the game starting, and I had numerous 70s and 60+ characters in BC.

      Still, by the end of it all, the only thing that was vaguely interesting about it was working with the other people. Badges of Justice, honor points, reputation grinds all had some value, but once you got one or two specific items, I couldn't see the point any more. Eventually I found that I had a full set of bank tabs, as well as a guild bank full of crap that once perhaps had some value, but after a few weeks or months became total junk. I have tabs full of epic gems, patterns and gear that are now entirely worthless, or almost so. The most unique thing I have is the flaming bird mount from Kaelthas and even eventually flying that around and being Oooed and Ahhhed at got a little dull.

      Does the achievement system actually help with that? Or is there something else?

      Maybe I just burned out quickly on having to lead raids and the gear came a little too easy because I was always in raids, but even when I wasn't a leader, I actually quit once and was ready to stay away until I was almost begged to come play again by RL friends. Doesn't the same thing get to you after awhile?

      I think WoW is a great game that was well worth my time, but now just the thought of logging in again makes me want to stab my eyes out. I wonder how it has lasted this long for others. I totally get the "replacement for actual RL achievement" concept, because as a minion at my job, it was a real interesting situation to manage 20-100 people and actually be in charge, but eventually, you start to realize that being the boss is as much a crap job as anything else is if you try and do it right.

      Anyway, I have just been wondering about that, because when I left and came back, I saw people who had never stopped playing the game, and today I can Armory people on my server who were around from the old days.

    4. Re:Rewards. by Kavorkian_scarf · · Score: 1

      The grind I found was the easiest part, and the most fun. It offered up tangible, usually visible rewards for time invested, whereas doing the 9 - 5 shit at my job, that yields bills paid and food to eat. While yes, working is necessary and I do not mean to come off as a lazy ass, I do find the lack of advancement in my own life (the slow progress through school ... every 6 months get a raise) that was what got me really down.

    5. Re:Rewards. by SL+Baur · · Score: 1

      Does the achievement system actually help with that? Or is there something else?

      The achievement system helps a lot. I'm a carebear not a raider type and I find that collecting titles is fun.

  6. +1 Honest by tygerstripes · · Score: 5, Interesting

    While I've no doubt there is a healthy sub-set of heavy-gamers (WoW included) that have well-adjusted approaches to life and enjoy gaming as a part of that, there are many, many people who have done and actively do exactly as you describe. Few of them have the balls or self-awareness to admit it though, and fewer still have the verbal skills to articulate the trap as clearly as you have.

    I've teetered on the edge of that life-destroying artificial-reward gaming addiction, and was fortunate enough to have circumstances intervene, but I know other people who have descended into exactly the hole you've experienced. A certain reclusive predisposition and messed-up life events are a common starting point, but people who don't understand the addiction can be very unhelpful with their "buck up, get a life" attitudes. Such people would also tell heroine addicts to "just stop taking it" if it were PC to do so, and their advice would be just as helpful and welcome.

    --
    Meta will eat itself
    1. Re:+1 Honest by Kavorkian_scarf · · Score: 1

      I had an interesting approach to high school. I was overly optimistic, and I had the social skills of a Fascist street peddler, so I wasn't exactly ... how do you say... with the "in" crowd. I took the crap that came with my social graces in stride, learned to criticize myself and my actions first so that when it came time for verbal douche-baggery, I was not only prepared for their onslaught, I had witty self serving retorts ready for them. Did I mention I learned how to fight the hard way in high school too? :D Anyways, I learned to look at my own situation with a critical eye, recognize what I was doing wrong, then proceeded to do nothing about it. I've gotten very comfortable with my mistakes, and can openly talk about any aspect of my life really. I don't know if that makes me a hypocrite or some skewed version of a lazy asshole. I'll leave the categorization up to you

    2. Re:+1 Honest by Zephyr14z · · Score: 1

      There's a pretty big difference in addictiveness between WoW and Heroin. For one, WoW doesn't cause physical dependency at all, let alone the kind where withdrawals can kill you.

  7. Is Virtual Companionship Good? by geekmux · · Score: 4, Interesting

    ...Seeking companionship is one of the most primal of human urges.

    I don't know how you can say the game is addictive, in that sense. I'm not addicted to breathing or eating, but I'd die without doing either of those. We are talking about something very close to the core of being a human, not a dependency developed through repeated exposure.

    I think you summarized this quite nicely regarding the component of companionship within humans. However, is virtual companionship good for our race going forward? This may sound like a bad analogy (sorry, don't mean to take away anything from your UID ;-), but just how far away are we as a society from The Matrix? 20 years from now, will it absolutely be the norm to work out of our homes and become that same virtualized community, designing and creating from behind a computer screen, virtually representing ourselves in the corporate world? What if someone took the WoW engine and put an actual business behind it and started hiring on the basis that you would be represented within the company as your virtual self instead of a physical presence? If course, getting fired might take on a whole new twist, as your character gets killed by your e-boss.

    The real question is what will happen to reality as we know it today?

    At least we have the fruits of procreation that can't quite be replaced (yet), so hopefully they'll still be some reason to share physical contact in the real world in the future...

    1. Re:Is Virtual Companionship Good? by setagllib · · Score: 3, Insightful

      The kind of people who get consumed by online engagement usually aren't very successful in real life anyway. If they become successful in real life following a WoW addiction, very often it's specifically because they now value the real world so much more after being essentially isolated from it.

      My belief is that technology, like all advancements, helps separate people further into their "natures". If someone is susceptible to addiction, avoidance and escapism, they'll have more advanced ways of doing that in the future, but well-adjusted people will just be the same well-adjusted people, but with fancier phones and whatever else fits into their lifestyle. They will be largely unaffected by the growth of MMOs, except that some of the people they might have hung out with before will now play games instead.

      --
      Sam ty sig.
    2. Re:Is Virtual Companionship Good? by Opportunist · · Score: 5, Funny

      What if someone took the WoW engine and put an actual business behind it and started hiring on the basis that you would be represented within the company as your virtual self instead of a physical presence?

      Someone would jump out from behind the water cooler when you walk by, ram their envelope openers into your kidneys and dance on your corpse. Why're you asking?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Is Virtual Companionship Good? by MetaPhyzx · · Score: 5, Insightful

      There is no substitute for physical, in-person, flesh and bone companionship.

       

      I'm a gamer and there have been times that I've set aside what I consider an extensive number of hours to play. One such time that comes to mind is the release of Rome: Total War in 2003/04 or so. I remember playing late nights for two weeks straight including, sleeping about an hour and then heading into work. After the kid was asleep at 8:30, I'd be back at it again.

       

      When I was younger and had fewer responsibilities (pre-children), devoting that much or more time to a game would not have been as big of a deal.

       

      However there is a limit. Yes, it may be no different than devoting hours to a hobby and just as tangible. Yes, using an online game as a fulcrum for social interaction for those that it does not come easy to (and for those of us whom it does as well) can be rewarding, same as a hobby would.
       

      Yet it still can't beat having a beer or a glass of wine with your friends, or a good vacation, or that certain girl/guy with a twinkle in their eye. It can't beat watching your kid run the wrong way on the soccer field.
       

      I'm not sure the phenomenon qualifies as an addiction; we are way too eager to classify anything we can as such. By this definition texting could be an addiction. Twitter, Myspace, Facebook, on and on. But it might be a harbinger something the parent alludes to, which is our willingness to substitute physical interaction and learning how to deal with people for virtual interaction and further stratifying ourselves.

      --
      Blacker than my baby girl's stare. Black like the veil that the muslimina wear. Black like the planet that they fear...
    4. Re:Is Virtual Companionship Good? by jonaskoelker · · Score: 2, Funny

      What if someone took the WoW engine and put an actual business behind it and started hiring on the basis that you would be represented within the company as your virtual self instead of a physical presence?

      I'd think people would

      • Work in the WoW business from 9 to 5.
      • Do boring, repetitive tasks which produce (or otherwise make available) a limited good.
      • Exchange the good for money

      (You know, like a real job).

      I have a great idea for a virtual business the two of us should get working on (but don't tell anyone). It's the greatest WoW business of all time:

      Gold Mining!

      Enjoy the perilous, adventurous quest for precious metal (and the handsome rewards that go with it), all from the safety and comfort of your own home.

      I think this will revolutionize WoW. Let's pioneer this wonderful new business model!

    5. Re:Is Virtual Companionship Good? by hesaigo999ca · · Score: 1

      Yeah, one problem, what if I have a few alts, that are all working for you without you knowing its just one person, then after awhile, some competitor offers me a big wad to bring you down, suddenly, 15 key position employees in your company outright resign, leaving you to scramble, and eventually go bankrupt because you did not quite know you had all your eggs in one basket.

      I am all for working from home (being a software developer...i don't need to be in the office)...
      but i do see pitfalls to what you suggest. The whole up and out process too, helps avoid shackfever.

    6. Re:Is Virtual Companionship Good? by timster · · Score: 1

      The Matrix? Seriously? With a great question like "is virtual companionship good for our race going forward" you turn to the Matrix? Not Asimov's Solarians?

      Kids these days. Must be time to fire up my lawn-clearing robot.

      --
      I have seen the future, and it is inconvenient.
    7. Re:Is Virtual Companionship Good? by FooRat · · Score: 1

      I wonder how many posters here realise there's an odd level of 'meta' in this discussion; slashdot itself has some of the same properties ... the "virtual" social interactions, reward mechanisms (e.g. getting a post modded up), etc.

      But why is a telephone conversation generally still considered "real world" but written discussion on a computer screen (like e-mail, or most conversation in WoW) considered "virtual"? Telephone conversations are ultimately also "virtual". Except at the retail level, most of the world's business interactions have already occured "virtually" via telephone for a long time now. The level

      Most of the WoW players I've known, incidentally, were skilled and competent professionals who played the game in their free time - but there's an obvious selection bias in my sample, so that meaningless (that's the type of people I happen to mostly meet). I knew one guy who was so addicted he played all day and lost his job. A few others were definitely (and some self-admittedly) 'addicted', but still managed to retain competence in their fields and restrict it mostly to free time.

    8. Re:Is Virtual Companionship Good? by FooRat · · Score: 2, Interesting

      If someone is susceptible to addiction, avoidance and escapism, they'll have more advanced ways of doing that in the future, but well-adjusted people will just be the same well-adjusted people, but with fancier phones and whatever else fits into their lifestyle. They will be largely unaffected by the growth of MMOs, except that some of the people they might have hung out with before will now play games instead.

      I'm curious, why is there a value judgment of "good" for "real world" interactions, but "bad" for "online" interactions? Is it ultimately not just "bad" because it's stigmatised? If I think of some of the so-called "well-adjusted" people I know who crave a lot more real-world social interaction and aren't interested in computers, is it not equally arbitrary to pathologize and say that those people are "addicted" to "direct social interactions" which they crave because they get "psychological rewards"?

      I've known plenty of people who are not very successful in life because they simply like going out and having fun with their friends a lot. Yet somehow we consider it more "well-adjusted" to be a fun party type in a McJob ("hooked on" going out, one could surely say) than, say, a highly successful financial manager who spends his evenings "hooked on" WoW.

    9. Re:Is Virtual Companionship Good? by lt.com.riker · · Score: 1

      I'm not familure with Asimov's works, but I have to say that in this instance The Matrix is a bad thing to look at. In the Matrix, the world is so totally experienced by its participants that it !IS! real. If you experience any environment with all your senses in crisp detail then its real to you. If two people experience the same reality then that reality is real.

      I am actually believe that when the graphics of games improve, they will eventually become more than real. Its an odd concept, but our reality is limited to what our eyes can see, our ears can hear, and our skin can feel. In a virtual reality connected directly to the brain, we can experience the virtual reality without being encombered by our human limitations.

      As an example of this, in TES4:Oblivion I've been able to see Vistas that are impossible to see in reality. This isn't really due to enhanced graphics, but is because of an art style that isn't possible with real world physics.
        which I guess brings up the point that we are also limited to what we can experience in reality by the laws of physics.

      Anyway, as in the Matrix, if we could breed through some automated system, then we wouldn't have to even worry about phsyical contact.

    10. Re:Is Virtual Companionship Good? by mqduck · · Score: 1

      There is no substitute for physical, in-person, flesh and bone companionship.

      Oxytocin FTW.

      --
      Property is theft.
    11. Re:Is Virtual Companionship Good? by mdarksbane · · Score: 4, Insightful

      Define successful in real life.

      I've noticed that it's often a problem of the "long tail" so often described in online companies.

      There are millions of people who do not share interests with most of the people around them. Some of them are able to find some common interests and just ignore the rest of what they want to do, some aren't. I know where I grew up, I was the only person in my class who was really into video games and computers. I found some other people I could be friends with anyway, but it was a part of my personality that would have gone completely unexpressed without online gaming.

      There are enough people online, heck, enough people just playing wow that you will be able to find not just a few people who share your interest but hundreds of them. I fail to see how it is inherently worse to be forming friendships with those people than with the people who happen to be geographically close to you.

      Yes, there are a few things online friends can't do for you - getting you laid being the most important. But assuming you have managed to find a companion somewhere, what is inherently worse about meeting your friends online for a raid compared to meeting them in a bar for a pint? Why are people who hang out with their friends in a bar considered social and normal and those who have equally many friends disturbed losers? In my experience, the level of closeness and friendship in those sorts of groups is no different.

      Being poorly socialized will follow you online as well - it is a separate problem from where you are trying to be social.

    12. Re:Is Virtual Companionship Good? by Reapy · · Score: 0

      Being social can be an addiction that can get you in a lot worse places then wow can.

    13. Re:Is Virtual Companionship Good? by timster · · Score: 1

      Exactly, the Solarians apply much better than the Matrix, as they were a society where everyone interacted strictly through electronic means (and this stuff was written in 1957).

      More than real? I'm not sure. Keep in mind that reality is already "more than real", in that there's a lot of information we don't perceive with our senses, or (more importantly) ignore with our brains. We will always be encumbered to some extent by those limitations -- the "reality" we imagine that we live in is mostly defined by those limitations.

      TFA makes an interesting point -- that if video games are to be art, they need to engage us on more than one level. The art style in Oblivion, to me, was way too saturated, going beyond "vivid" into a nearly cartoonish world.

      I've attempted to make decent landscape photos, and it's always tempting to amp up the saturation like that. It's hard to make a photo look much more interesting than whatever else the viewer could be looking at (like their watch, in the case of my photos). But when we do that, beyond some point I'm not sure that we're making anything "more real" so much as trading off subtleties of meaning for instant gratification. To get to "more real" we need to expand ourselves, not merely our technology.

      --
      I have seen the future, and it is inconvenient.
    14. Re:Is Virtual Companionship Good? by Locke2005 · · Score: 1

      There is no substitute for physical, in-person, flesh and bone companionship. So, you're into real-life physical companionship, eh? Tell me... what's it like?

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    15. Re:Is Virtual Companionship Good? by Feyshtey · · Score: 1

      The kind of people who get consumed by online engagement usually aren't very successful in real life anyway. If they become successful in real life following a WoW addiction, very often it's specifically because they now value the real world so much more after being essentially isolated from it.

      Well, ... yes. And the same could be said of anyone 'consumed' by any thing. Except of course someone who is consumed by a need to achieve success in real life.

      A person can become addicted to food. Does it logically follow that food is inherently addictive or purposefully manufactured to be so? No. A person can become addicted to sex, or tv, or gardening. But it does not mean that those things are addictive. It means that the person has succumbed to a compulsive behavior.

      I agree with you completely that a person who is succeptible to a WoW addiction is also succeptible to any number of addictions. If they allow an online computer game to control their lives it's my opinion that are just as likely to allow alcohol or drugs or porn to do so equally.

      You see the stories about how WoW is demonized when a kid who is allowed to sit issolated in his room for months on end kills himself. But I would place even money that if it wasn't WoW that led him down that path of issolation and self-destruction, it'd be something else. There was a serious problem there already (that went unnoticed and/or unaddressed by the loved ones...) .

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    16. Re:Is Virtual Companionship Good? by tknd · · Score: 1

      Yet it still can't beat having a beer or a glass of wine with your friends, or a good vacation, or that certain girl/guy with a twinkle in their eye. It can't beat watching your kid run the wrong way on the soccer field.

      I replaced my gaming addiction with sports, specifically tennis. Just like any game, there are levels of skill to be achieved and plays to be learned. Just like an MMO, there's plenty of social interaction. But the sport tends to beat the game on all fronts because the learning rate is much more difficult. Your body will often reach it's physical limits far before your brain does, so it is vital that you get things right the first time otherwise it is almost time wasted. In a game, you sit there and when you fail you just do it all over again. If there are boring parts you just fall asleep or do something else simultaneously.

      The great thing about sports is physically and mentally, I'm a better person. With an MMO it is likely I'll struggle at both of those and the skills gained in MMOs don't apply anywhere else. Knowing a certain play specific to tennis will obviously be useless in other cases, but I still get exercise and sunshine; my body will only get more physically attractive. After the match, if we're good friends, there's the occasional drink or dinner which is a hell of a lot better than a message board or a chat-room. Since it is in person too, there tends to be a hell of a lot less flaming and a lot more apologizing.

      The funny thing is I would never have the confidence in taking up tennis as I would have before the MMO. I remember picking up a tennis racquet is high school physical education class and failing miserably. I thought each sport was too hard; nobody bothered to tell me the secret was just that the "talented" kids spent more time hitting balls or doing drills and that I was just late in picking up the sport.

      Instead I was always intrigued by video games and in college inevitably got sucked into an MMO. I stuck with it for years and reached a level high enough to be respected by the "elite" players in the game. I reached that point where you could "feel" what the other player was thinking and predict the next move to beat them. It was almost like "rock star" status in a virtual world. Other players would try to group me just because they knew I was that good. I would get random messages in game asking for my advice. It was ridiculous.

      I may never reach "pro" status in tennis (for that you have to start as a kid). But the concepts are the same, the adrenaline is the same, and the learning process is the same. For example it is not uncommon for me to just stand in front of a wall and hit the ball for an hour or so or stand on a tennis court and serve a 100 balls one right after the other. I'm starting to get back to the same point in the MMO where I can start to feel what other players are thinking and I can start to predict their shots. I'm starting to play on the same level as other players who have played far longer than I have.

      The important thing is: there's nothing magical about reaching the level. All it was was grinding away at tennis balls instead of sitting in front of a computer. Sure after the first month of tennis, most people will still get smoked by most other tennis players. But the funny thing is after a 3 month or so night tennis class, at least half of the players are already playing "watchable" tennis (they have rallies). There's no cheating either. A $1000 racquet isn't going to give you a pro level shot. It is all up to you to learn the technique and perfect it through practice.

    17. Re:Is Virtual Companionship Good? by SL+Baur · · Score: 1

      All it was was grinding away at tennis balls instead of sitting in front of a computer.

      What's the matter with you guys? Do you just want to stand around outside throwing a ball around, or do you want to sit behind your computers and do something that matters?

  8. Am pretty much addicted to CoH:OF by freedom_india · · Score: 1

    ...the sheer compexity of the game, its realistic shots and firing, its amazing amount of sound and real-time weaponry all make it like wonderful that i wanna play forever.
    OTOH i hate Railroads. Why? it can't play decent with a 64-bit OS, damn slow when it comes to running (i have a powerful enough comp that makes Crysis cry) due to its bugs, multi-processor issues, etc.

    --
    "Doing what i can, with what i have." ~ Burt Gummer
    1. Re:Am pretty much addicted to CoH:OF by Voyager529 · · Score: 1

      (i have a powerful enough comp that makes Crysis cry)

      ...but does it run Vista?

    2. Re:Am pretty much addicted to CoH:OF by freedom_india · · Score: 1

      Ahhh... my comrade, iam not a fool: i run Windows 7 64-bit. A far better OS than Vista, the bastard child, will ever be...

      --
      "Doing what i can, with what i have." ~ Burt Gummer
  9. Firsty posty! by Anonymous Coward · · Score: 5, Funny

    I'm addicted to slashdot karma farming.

    I post bland, pro-open source comments, and collect the insightful mods.
    Sometimes I feel like posting pro-Microsoft comments, which is the /. equivalent of giving away all your WOW gold and money. But I just can't do it.

    1. Re:Firsty posty! by gbjbaanb · · Score: 1

      you jest, but there are other sites like Slashdot that offer rewards that are addictive. ServerFault and StackOverflow for example, has posts and comments from people laughingly saying that they are addicted to them, posting answers and questions in order to be awarded points along with a leaderboard and badges.

      They are game-like, you keep in wanting to 'level up'. Ultimately its pointless (ha!) but we keep on wanting to play. I think its a social thing, where our position in society is mirrored (in a simple way) to a real-life social hierarchy. We all want to be the alpha male and win the herd of females. Which, in itself is why girls don't like the same games we play, they like the sexual thrill of chase games like pacman rather than the compete-for-position games men like.

  10. It should be obvious that it's rewarding play. by Artifex · · Score: 1

    The question is, why do we consider what we get in exchange, rewards?

    In the case of WoW achievements, do we accept little achievement titles because we are trying to see how far we can get for ourselves, or are we doing it out of a sense of competition with friends or other people, or both? It's interesting to try to figure out how they've made the environment to encourage strangers to treat each other more as friends, (pug parties and raids) and how they've encouraged the sense of personal accomplishment through the gradual lore reveal of quests, and at what point that all breaks down and becomes endless grind. But then how do we explain the people who just get on to beat the crap out of each other in battlegrounds?

    --
    Get off my launchpad!
    1. Re:It should be obvious that it's rewarding play. by Opportunist · · Score: 1

      So THAT's why /. now has a reward system?

      Gotta go to 2^16 in consecutive days read, gotta go to 2^16 in consecutive days read...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:It should be obvious that it's rewarding play. by Anonymous Coward · · Score: 0

      The reward is the dopamine release when you "accomplish" something. They have things divided up so you get that at every level: when you kill the mob, when you kill the mob that has the item, when you finish killing 214 mobs to get the 10 items, when you actually turn in the quest, when you complete the chain of quest, when you "level"...

      And spread out just enough that you keep wanting only a little more, and never feel like you're done.

      If you divide up your real daily tasks like that, you could accomplish some pretty intense focus, I'll bet.

    3. Re:It should be obvious that it's rewarding play. by Anonymous Coward · · Score: 0

      Gotta go to 2^16 in consecutive days read, gotta go to 2^16 in consecutive days read...

      Well, OK, but make sure the 160-year cron job is running on a system not subject to the Year 2038 problem!

  11. Nothing Really New by Valen0 · · Score: 4, Informative

    The conclusion that this article makes are not really new. Nick Yee did similar studies on MMOG addiction with EverQuest many years ago. These were the studies that I could find:

    The Norrathian Scrolls: The Virtual Skinner Box

    Ariadne: Understanding Game Addiction

    --
    -Valen
  12. Reward Are Also Competitive by incubeous · · Score: 2, Interesting

    Don't forget that one of the key ingredients in the MMO soup is being able to compete and flaunt your achievements to you the people you like AND the people you don't like. It gives a sense of personal ranking and has a elitist type effect on the psyche. It's always fun to show off your gear and make people drool.

  13. Hold my beer and watch this by BadAnalogyGuy · · Score: 5, Interesting

    In a sense, even Slashdot is a game. As you mention, we are awarded points when we post something "useful", and points are revoked when we post something not so useful. Even in the case of Microsoft stories, it is not unheard of to see pro-Microsoft posts get modded to +5. The fact of the matter is that the content of a post isn't the determining scoring factor. It is mostly style that is rewarded here.

    The guy who thinks he's funny for saying "Linux sucks!" is going to get slapped down hard, but someone who takes the time to explain exactly how bad Linux is as a desktop operating system (for example) or how hard it is to use (as another example) will be modded very high. This isn't because the content of the post is different. Essentially, both simply explain the obvious: Linux isn't a suitable OS for the vast majority of the computing public. The first post expresses this sentiment as an opinion. The second provides a logical framework upon which the reader may be convinced of the facts.

    Likewise, pro-Microsoft posts are commonly modded up. Due in part to the over-demonization of the company, a calm post explaining that the company isn't as bad as everyone thinks will frequently be modded up as a voice of reason. Even posts that extol the virtues of Microsoft (great software) and Bill Gates (worldwide philanthropy), while seemingly over the top, will get positive modification.

    Slashdot has done many things wrong, but the moderation system is something they have done very right. By encouraging posts that have exemplary style, they are promoting a discussion that doesn't necessarily need the most knowledgeable participants, the only requirement is that the successful poster be garrulous and loquacious.

    1. Re:Hold my beer and watch this by gishzida · · Score: 1

      It is pitch black. Can you see the slavering fangs? Do you feel the "razor-sharp claws? Do you hear the horrible gurgling noises? You have been eaten by a Grue... one of the typical members of Slashdot.

    2. Re:Hold my beer and watch this by blahplusplus · · Score: 2, Insightful

      " It is mostly style that is rewarded here."

      No what is rewarded is well articulated posts, that are easy to read, are not too lengthly or use obtuse language. Most mods forgive posts with spelling/grammar errors, and/or missing words if the core is well enough articulated, of which I am thankful. I'm not going to pretend slashdot is without bias, but the moderation system works better then all other news sites as far as I know and almost all news sites have gone to including comments on their websites because they know it attracts readership and repeat returns to engage in discussion.

      News comments like slashdot are constrained by a posters time, not everyone has time to post a longwinded complicated justification of x to make a small point on a comment on a news article few will have the time to read.

      Let's not also forget mods have bias's, slashdot disproportionately attracts a lot of americans and hence anything critical of captialism or american ideas is usually quickly slapped down.

    3. Re:Hold my beer and watch this by fbjon · · Score: 2, Insightful

      On the internet, coherent posts deserve every praise they can get.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    4. Re:Hold my beer and watch this by stonewallred · · Score: 2, Funny

      anything against capitalism or America deserves to be slapped down. We all know that the twin towers of capitalism and democracy are the pinnacle of human evolution and the crowning achievement of America (not to mention the internet, modern medicine, 90% of modern technology, and nuclear weapons) are these two things. Plus America's role in keeping Europe free and not under the rule of whatever dictator tried to take over is oft ignored.

    5. Re:Hold my beer and watch this by jonaskoelker · · Score: 1

      the only requirement is that the successful poster be garrulous and loquacious.

      That's not necessary. You just need to talk a lot, although xenonymous grandiloquence certainly helps ;)

    6. Re:Hold my beer and watch this by Anonymous Coward · · Score: 0

      I think your post confirms itself.

      You mention the good parts of MSFT and Gates in a reasonable manner. You even criticize Slashdot itself, yet with an approach that any reasonable person would consider seriously. As of this reply, your post is modded +5 Interesting.

      Maybe you're not such a Bad Analogy, guy?

      Also, concerning your title, check out Jersey Summer Breakfast Ale, for those times when a beer at 6:27 AM (Eastern at least) is a must.

    7. Re:Hold my beer and watch this by Aceticon · · Score: 1

      I really think there should be and equivalent to the Goodwin Law for when somebody posts a Linux versus Microsoft post in a discussing thread.

      Maybe we could call it the Balmer Law and say that the thread has been Balmerized... ???

    8. Re:Hold my beer and watch this by Ginger+Unicorn · · Score: 1

      I agree - if you look at the comment threads on newspaper websites or youtube, you quickly realise that the slashdot moderation system does a hell of a job (albeit imperfect, as with everything in the world) of increasing the signal to noise ratio in a discussion.

      --
      (1.21 gigawatts) / (88 miles per hour) = 30 757 874 newtons
    9. Re:Hold my beer and watch this by sfarmstrong · · Score: 1

      How I mine for mods!?! Help Plz!!

    10. Re:Hold my beer and watch this by Artifakt · · Score: 1

      The only reason this isn't happening is we are afraid the process will continue to expand. We will end up with a Jobs Law, an Ayn Rand Law, a Limbaugh Law, etc. There will be too many for even the most nerdcore to be sure they know them all, so we are not going to let the expansion from Godwin even start. So there.

      --
      Who is John Cabal?
    11. Re:Hold my beer and watch this by Sj0 · · Score: 1

      I'll probably get modded down for this, but Monkey toaster! Read the coffee pencil with ramen glasses! Sting the urine-soaked wallet of Satan's baby while the dead eyes of the loop drawings raze the helmet of the sonar!

      --
      It's been a long time.
    12. Re:Hold my beer and watch this by Optic7 · · Score: 1

      Ok, I had to look up both garrulous and loquacious in the dictionary, so points for that to you. However, it seems that they are synonyms, so redundant - deduct a few points.

  14. Thanks for the heads up about rpg progress quest! by turing_m · · Score: 4, Interesting

    http://www.progressquest.com/

    The character creation screen alone is worth the download. I don't think I've laughed that hard since Airplane.

    (And it's in the Ubuntu repositories. You gotta love Ubuntu.)

    --
    If I have seen further it is by stealing the Intellectual Property of giants.
  15. Obligatory by skrolle2 · · Score: 1

    First post! You received 25xp. DING! You reached level 5.

    1. Re:Obligatory by Kavorkian_scarf · · Score: 3, Funny

      Gratz

    2. Re:Obligatory by skrolle2 · · Score: 2, Insightful

      Thanks. I would have appreciated someone modding it up instead. I need to get it to +5 Funny for another achievement.

    3. Re:Obligatory by Opportunist · · Score: 4, Funny

      You're doing this wrong. Here's how you gotta do it:

      "LFM, 5 modpoint holders for +funny, pst"

      Now spam every thread with this.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Obligatory by geekoid · · Score: 1

      Exactly what me and a friend were talking about the other day. With augmented reality will come achievement awards.
      Imagine walking down the street the "DING! you have taken you 1 millionth step."

      Achievements are like automatic goal setting. Setting goals is the number one way to improve things.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:Obligatory by geekoid · · Score: 1

      Except for every post about it, it take one more point to achieve it.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  16. You forget astroturfers... by turing_m · · Score: 1

    Likewise, pro-Microsoft posts are commonly modded up. Due in part to the over-demonization of the company, a calm post explaining that the company isn't as bad as everyone thinks will frequently be modded up as a voice of reason. Even posts that extol the virtues of Microsoft (great software) and Bill Gates (worldwide philanthropy), while seemingly over the top, will get positive modification.

    No doubt there are some people who genuinely think that and will mod accordingly. While I didn't have an account on slashdot at the time, I even used to be one of them. And you are certainly right, many forums have elements designed to increase addiction, slashdot included.

    However, astroturfing has to be one of the best bang/back methods of advertising/publicity/damage control available to any company and your post ignores this rather obvious explanation for the modification status/presence of many posts on here.

    --
    If I have seen further it is by stealing the Intellectual Property of giants.
  17. Addictive design by hcetSJ · · Score: 1

    Are there specific elements of the design that can be pulled out, distilled, and used at will to give a game drug-like properties? Is it wrong to do so?

    Might as well be asking:

    Are there specific compounds in cigarettes that can be used to make them addictive? Is it wrong to do so?

    The fact of the matter is that cigarette companies (and computer game companies) have no one to answer to but their customers and share holders, and both will be happiest when they produce the most addictive product possible. 'Right' or 'wrong' is irrelevant to them, only 'legal' and 'illegal,' so if we want to prevent the creation of addictive games, our only recourse is legislation.

    Further reading: Supercapitalism by Robert Reich

    --

    This side up.
    1. Re:Addictive design by geekoid · · Score: 1

      Maybe we should actually determin if game are addictive first? No game site that I knwo of has ever used the term correctly or with any understanding of what a professional means when they talk about addictive.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Addictive design by Hatta · · Score: 1

      'Right' or 'wrong' is irrelevant to them, only 'legal' and 'illegal

      And often, not even that. The costs of breaking the law often out weigh the profits to be had, so they do.

      --
      Give me Classic Slashdot or give me death!
    3. Re:Addictive design by AnotherBlackHat · · Score: 1

      Maybe we should actually determin if game are addictive first? No game site that I knwo of has ever used the term correctly or with any understanding of what a professional means when they talk about addictive.

      The term "addictive" has changed in meaning over time, and different professionals define it differently.
      Once upon a time, "addictive" included the concept we currently call intoxicating, now it doesn't.
      On a popular site, it's reasonable to use the popular definition;
        To occupy (oneself) with or involve (oneself) in something habitually or compulsively.
      Most good games fit that definition.

  18. Addiction?? by eclectro · · Score: 2, Funny

    It started when you controlled a little yellow circle that went around swallowing blue pills.

    --
    Take the cheese to sickbay, the doctor should see it as soon as possible - B'Elanna Torres, "Learning Curve"
  19. Re:Thanks for the heads up about rpg progress ques by JohnnyBGod · · Score: 1

    Yeah, thanks.

    I really can't tell you how hard I laughed at the "Enchanted Motorcycle" race.

    The sad thing is I almost find this more fun than the average MMORPG.

  20. It's a blend by Opportunist · · Score: 5, Insightful

    WoW's "addictive" nature is a blend of many components.

    First and foremost, it's the reward system. Human beings do things due to rewards. That's how we work. We used to hunt and gather, and our reward was meat and berries. We went, we did, we got something, we were pleased. In today's world, that doesn't work out anymore so well. Usually, the reward you get is abstracted away from your work too far for you to make that connection. We work a month and eventually, our accout grows a bit. But we don't see how they are connected. It's not like I get some kind of micropayment for every line of code I write or debug.

    Even if, what kind of reward is money? It's again an abstract concept that has no "real" value until it's redeemed for what you actually want.

    WoW gives you very directly reward for actions. First, there's that fanfare playing when you accomplish something (don't you think that doesn't matter! It tells you "you did that well", it praises you), you get some goods (more or less useful), what really counts, though, is that the game acknowledges that you actually "did something".

    The next part is user interaction and commitment. Since people do rely on each other and have to, you are guilt tripped into playing even if you don't want to. They need a healer/tank/whatever or they can't accomplish their goal. Your decision to stay away from it lets four (or 24, or 39) people down. This in turn makes the player feel appreciated, welcome and needed. And trust me, today, a lot of people feel like they ain't needed or appreciated. Or even welcome.

    The sense of accomplishment, where you feel like you progress. Today, again, we don't really get that feeling very often. You might, in school, when you ascend through the classes towards graduation. In your workplace? Maybe stuck in a burger flipper job? Where do you progress? Where does your life go to? WoW tells you exactly where it's heading. You can watch your progress by watching your level and the kind of outfit you wear. More over, everyone else, not just a small subset of people who happen to judge success by the same yard stick as you, everyone in the game can appreciate what you have "done", because everyone else uses the same gauge to measure success: Level and equipment.

    Yet at the same time, there's still the feeling of having no responsibility, it's still a no-commitment thing. You could just log off and nobody could hold it against you. There ain't any real life issues to deal with should you decide to just leave. No job that you'll lose, no family you would lose, no class you could fail, just because you decided you don't wanna anymore.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:It's a blend by Chrondeath · · Score: 5, Insightful

      From that analysis, it almost sounds like it's the real world that's doing it wrong, not WoW.

    2. Re:It's a blend by Opportunist · · Score: 4, Insightful

      Well, generally it is.

      Human does not fit in our society. Odd as it may sound, we're not really made for the life we live today. Maybe that's why we have so many "civilisation diseases". Especially our mind doesn't really work well in this kind of environment.

      First, we have a 'pack' mentality, not the 'hive' mentality we're exposed to today. We work well in groups of 10 or maybe 20 individuals, and that's usually the amount of people the average person might "know" (to the degree of "know and like, and maybe hang out with"). That's how many people we willingly "work" together with. We don't really care for anyone outside that rather small circle. Small, considering corporations with thousands of people working there. Do you care about Joe from accounting? He could drop dead as far as I'm concerned.

      Unless maybe if you're in accounting. And he's part of your 'pack'. Or, rather, your team or at least department. And that, again, only if you like him.

      But that's hardly the only thing that is 'wrong' in our modern society. Wrong in the sense that it isn't compatible with what was necessary for our ancestors to survive and thus became part of the human "genetic" mindset.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:It's a blend by mdarksbane · · Score: 1

      You might add the feeling of continuity, of building something.

      Your character gets stronger and better the longer you play. Your guild gets farther along in instances, and becomes closer friends. Even your personal skills and knowledge increase the longer you play.

      As long as there is an opportunity to continue to build you have a strong reason to come back. You're invested in your character, in your guild, in your skills.

      Both times I quit WoW it was because the accomplishments available to my character had dried up, and my guild had collapsed. I no longer had anything to work for, or anything holding me to the game. And even then it was still hard - I honestly really miss my character sometimes.

      People like to build something - the longer you let what they build last (and continue to be interesting to build) the longer they will want to stay.

    4. Re:It's a blend by Quirkz · · Score: 1
      Blend, eh? So it's like coffee? I hear that's pretty addictive, too.

      I think the answer is to outlaw blends. All or nothing. None of this "take the best of one thing and combine it with the best of the other" stuff.

    5. Re:It's a blend by Anonymous Coward · · Score: 0

      You have the right idea, but there's a conceptual fallacy embedded in your post.

      > we're not really made for the life we live today

      Nothing is; cause and effect would have to be reversed to make it so. The environment changes based on its own rules, and Life is forever adapting to it - and therefore is frequently lagging behind and not quite optimized to its environment.

      Humans changed their approach because the old (2 million+ years ago) ways weren't optimal. Foraging isn't very stable and doesn't support much, compared to agriculture. Likewise, we've been forced to come up with better social organization structures through trial and error, and it's not perfect yet. The answer is neither to blame humanity or blame civilization, but to accept that change is an ongoing process - and to continuing trying to improve it all.

    6. Re:It's a blend by shut_up_man · · Score: 1

      Well said. An additional important point (IMO) is that WoW is many games in one, all interconnected. Depending on your personal preference, you can spend time questing, pvping, raiding, crafting, building faction reputation, trading on the auction house, doing achievements or even metagaming with item stat spreadsheets and talent combinations.

      All of these mini-games give rewards that help other mini-games. If you spend the time building up your crafting skills, you can make weapons or armor, and that helps with raiding. Some achievements give flying mounts, which make questing and gathering faster and easier.

      The interconnectedness is another level of design magic, I think. Don't like pvp? Knock over those dungeons. Don't like raiding? Quest away. Plus, when players are sick and tired of raiding, they can spend a few hours in the arena, or just toddle around doing some quests and earning some gold.

      It's as if in real life, when you were sick of playing football with your friends, you could go home and chop wood so that next time your football skills would be a little bit better.

    7. Re:It's a blend by SL+Baur · · Score: 1

      It's as if in real life, when you were sick of playing football with your friends, you could go home and chop wood

      Hmmmm. http://thottbot.com/q13627

  21. Casino-like games from Blizzard by Jack+Zombie · · Score: 2, Interesting

    Actually, a Blizzard developer said in an old interview that they closely copied the 'constant rewards' system of casinos' slot machines when developing Diablo. They're not doing this at random.

    I know it's on the Internet, but I've tried looking and couldn't find it. If someone could find that one or two paragraph quote, it would be great for discussion.

    --
    "You should never doubt what nobody is sure about." -- Willy Wonka
  22. Linux antagonism in Slashdot? by Jack+Zombie · · Score: 1

    The guy who thinks he's funny for saying "Linux sucks!" is going to get slapped down hard, but someone who takes the time to explain exactly how bad Linux is as a desktop operating system (for example) or how hard it is to use (as another example) will be modded very high.

    You must be new here.

    --
    "You should never doubt what nobody is sure about." -- Willy Wonka
    1. Re:Linux antagonism in Slashdot? by Anonymous Coward · · Score: 0

      No! You must be old here.

  23. Re:Frost Posh by smittyoneeach · · Score: 3, Funny

    This raises the profound question of whether the presence of articles on Slashdot, with their opportunity for Freud Proust moments, is an enticement to "experience highly repetitive content".
    Discuss, paying particular attention to the turtles below.

    --
    Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
  24. D&D for the unimaginative by boliboboli · · Score: 5, Insightful

    The model for this game design is really from D&D. E.g. Do stuff, get 'loot' randomly after an encounter, fill up the XP bar to hit the next level, improve skills, abilities, feats, etc, etc. The difference is that you don't have to go to your buddies basement(with your Doritos/Mountain Dew) and bring your dice on a Sunday afternoon to get your fix like with a video game; It's right there in your computer room. It also gives the experience to those who are imagination impaired. The potion of the gaming industry using these 'evil' methods should be thanking Gary Gygax and Dave Arenson for the money they're making.

    1. Re:D&D for the unimaginative by Schezar · · Score: 2, Insightful

      While that is what D&D (or Chainmail, really) was originally, there is a great deal of tabletop roleplaying that is nothing of the sort. While Dungeons & Dragons basically became "tabletop World of Warcraft" with the release of fourth edition, games like Burning Wheel, Inspectres, Prime Time Adventures, and Mouse Guard have broken far away from this progress quest paradigm. D&D is, simply put, the "WoW of tabletop gaming," and just as with WoW, the savvier gamers have moved to the independent scene or to games with less mass appeal but also less grind.

      The real issue is simply that, for mass appeal and mass profit, the addiction model can't be beaten. D&D polished it as much as it can be polished on a table, and WoW did the same on a screen.

      --
      GeekNights!
      Late Night Radio for Geeks!
    2. Re:D&D for the unimaginative by sapphire+wyvern · · Score: 1

      And yet... 4E is extravagantly more popular than any of those. Heck, I at least know what you're talking about (I've played Burning Empires), but there's not many gamers outside of rpg.net and the forge who would even recognise the names.

      So, if by "savvier" gamers you mean the most arty 1% of an already obscure hobby, you're right. In practice, judging by the tone at the games clubs I see, 4E is not exactly taking the hobby world by storm (there are plenty of 3.x loyalists around) but I don't see a huge shift towards more adult games. In general, people seem to be sticking with relatively mass market & well established traditional RPGs. The games club I frequent is seeing a lot of Legend of the Five Rings, Earthdawn, World of Darkness and other classics - the most avant garde system currently in play seems to be Unhallowed Metropolis, and while that has a really cool setting, rules-wise it really doesn't push the boundaries at all.

    3. Re:D&D for the unimaginative by Phrogman · · Score: 1

      D&D has lost the R part of RPG with the latest iteration. I have to say, having tried it on multiple occasions, its awful. Thre are so many better games, and better systems (my favourite mechanics have got to be Pendragon I think).

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    4. Re:D&D for the unimaginative by Anonymous Coward · · Score: 0

      I was just saying yesterday that WoW is like D&D without the imagination. I played D&D (actually Warhammer 1st - close enough)for a year-ish, and Wow for 6 months-ish. I got bored with the people, so I quit. But the pencil-paper RPG, I would play again in a heartbeat if I had the chance, and knew some people to play.

      The real value in it for me was two-fold:
      First, being able to come up with creative solutions for problems. You have to have a good DM for that. One who plays for the game, not the control.
      Second, and most importantly - the companionship with other funny and intelligent people. Maybe we are all basement dwelling nerds. Even nerds need people, no matter how much being ostracized (sp?) by mainstream society may have driven us into seclusion. Maybe slashdot doesn't remember what high school was like. More likely they do, because in earnest, how many of us were jocks or cheerleaders.

      I got into Wow hoping that it may be sort of similar. No dice. Maybe 1 out of 10 (?) were cool enough. Maybe 1 out of 1000 were really looking for some social outlet. For everyone else it seemed to be an opportunity to be even more antisocial, but amongst 2k of your peers. In fact, the discussion forums on the 'tubes seem to be the same.

    5. Re:D&D for the unimaginative by Koiu+Lpoi · · Score: 1

      originally

      Your whole post is a huge slam at D&D 4th, and I have one thing to say: a massive portion of the D&D population has stayed with 3.5 (or earlier!), and have no intention of moving on, for the exact reasons you mentioned. "If I wanted to play WoW, I'd play WoW. I want to play D&D."

  25. missing the point? by Anonymous Coward · · Score: 0

    not sure, but I feel that quite some of you are actually missing the point: it seems as if many assumed that only obese, unemployed fastfood lovers could become addicted, whereas 6-figure-earning engineers were imune.
    just because one seems more pathetic than the other one doesnt mean anything.

    which brings me to the second point: who is actually more pathetic, or better phrased, who should we be more concerned about: those that want to be someone else in virtual worlds because their life is not as thez would like it to be, or those that have monez and power in real life and try to follow their greedy-power-hunger even in virtual worlds? sorry talking cliches here.

    so, what the point of discussions should be:
    - when is someone addicted
    - what effects / risks / dangers does it have
    - what makes it addictive

  26. Addictive ? by Anonymous Coward · · Score: 0

    what made wow addictive? is a really good question i played the game for a year raided engame for a bit on my free time tought i had to invest some time on it to be able to raid every instance in a year. after that i just stopped playing. so i dont consider WoW addictive on the other hand plant vs zombies and peggle are like CRACK.

  27. Calling Wesley Crusher... by Bones3D_mac · · Score: 1

    Well, if Star Trek: The Next Generation was any indication of such issues being relevant in our world, you might want to look at some of these upcoming games and toys coming out that you play using brain waves... such as Mattel's upcoming MindFlex toy and the Emotiv Epoc headset controller for PC gaming applications.

    As for addictive properties, there still needs to be some sort of "reward" system to act as feedback, like a strategic TENS unit shock into certain areas of the body that would be desirable, such as what you keep hearing stories about regarding lab animals becoming "wired" and externally controlled.

    The "addiction" of games like WoW is a bit different and tends to be based almost entirely on participating as part of a "group", not unlike the awkward life of school children jockeying for recognition. If you have to question this from an ethics standpoint, then just about any situation where you are forced to compete against others to gain something would need to be questioned as well.

    Which brings us to an interesting question... is the desire to live the product of addiction?

    --


    8==8 Bones 8==8
    1. Re:Calling Wesley Crusher... by IlluminatedOne · · Score: 1

      Which brings us to an interesting question... is the desire to live the product of addiction?

      I think when the argument is taken out beyond 10K feet like this, it starts to break down. Self preservation instincts are about survival and need fulfillment, not addiction. Is my need to eat when I am hungry an addictive response? No. Is my desire to stop off an get a when I've already eaten enough for that time frame an addictive response? Maybe. That largely depends on your eating habits, but I think it still illustrates my point. The heroin addict doesn't need the drug to live (try telling them that), but they need it to quell the physical and mental addiction they've developed (willingly). I think its fallacy to say 'I am addicted to life, so that is why I eat/breathe/sleep.'

  28. Isn't it obvious? by Random2 · · Score: 1

    Mouses and keyboards actually come with small needles that infuse cocaine into the blood of the player, addicting them to the game. It's why these pay-per-month games cost so much.

    --
    "Our goal each year should be to increase the number of goals we set for ourselves!"
  29. Mabinogi by Anonymous Coward · · Score: 0

    Don't like subscriptions? Play a free-to-play game, with or without the optional pay-for customization/makes-the-game-easier stuff.

    I prefer Mabinogi. I can drop it at any time, and come back days or months later, and I haven't wasted money on it, or anything that expires, and don't have to pay to start playing again.

  30. Re:Thanks for the heads up about rpg progress ques by jonaskoelker · · Score: 1

    It randomly generated my character name as "Inoob"

    I don't like it :(

  31. They aren't really addicted to the game by DaveV1.0 · · Score: 0, Troll

    They are just losers who have no satisfaction in real life. The easy successes and minor penalty for failure make the game world more attractive than real life.

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    1. Re:They aren't really addicted to the game by Feyshtey · · Score: 1

      As opposed to the losers who troll /. seeking oppurtunity to anonymously belittle and degrade millions of strangers based on ignorant stereotypes.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    2. Re:They aren't really addicted to the game by DaveV1.0 · · Score: 1

      Is it your contention that millions of people are addicted to WoW and other MMORPGs? Do you suggest that everyone who plays a MMORPG is a addicted to said game?

      Maybe you should stop putting words in my mouth and try to learn reading comprehension, asshole.

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    3. Re:They aren't really addicted to the game by Feyshtey · · Score: 1

      They aren't really addicted to the game

      Your title suggests that people who play the games aren't addicted to them. You make no effort to define "They". Being that there are no people addicted to the games, the only other group left that has been discussed by you would be "People who play video games".

      They are just losers who have no satisfaction in real life. The easy successes and minor penalty for failure make the game world more attractive than real life.

      As "They" was taken to mean "people who play video games", and this interpretation is reinforced by the blanket assessment that follows about the game itself, you appear to be asserting that all "people who play video games" are losers who "have no satisfaction in real life".

      In that interpretation, you were denegrating all people who play video games (who number in the tens of millions). You say people aren't addicted to the games, so how can I respond with a statement suggesting that you were targeting only those people addicted to the games?

      Maybe you should present your statements with clarity to avoid people filling in the vaccuum that is your case with speculation and interpretation.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
  32. Weak Article by whisper_jeff · · Score: 2, Insightful

    For an article on ign, a site frequented by gamers, the article is really weak. I would expect something like that from a local newspaper rather than something published on a site read by people already knowledgeable regarding the subject. The article spends a lot of time explaining concepts and ideas that are already obvious to anyone who even remotely considers themselves a gamer (the regular audience of ign, for example). I was hoping it would then build upon those basic concepts that I already knew to present an interesting or novel theory but - no - that was it. A very disappointing read and not worth the time...

    As a note, a big part of my disappointment is I feel this would be a very interesting topic to discuss so reading an intelligent article on the subject would be great but this is not that article...

    In my opinionated opinion.

    1. Re:Weak Article by caranha · · Score: 1

      Well, what did you expect? The story submitter was the guy who wrote the article himself. (Jeff Vogel owns spidweb games).

    2. Re:Weak Article by geekoid · · Score: 1

      Wow, your attitude can't be more elitists.

      You assume everyone who goes there knows all you do, you assume you know everything there is about the subject. Guess what? Not everyone ahs your experience, and even you were a noob.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:Weak Article by Metsys · · Score: 1

      I agree. The article was pretty weak. The article talks about reward systems (items, XP bar, etc.) but that's not what makes games like WoW more addictive than every other RPG that has the same reward system. Some would say polish, which WoW most certainly does have, but that's not reason enough to be disproportionally committed to a game. Many Slashdotters have pointed out the community aspect of WoW as being a main contributor to its addictiveness, which is true, but there's one other important factor about addictiveness that I'm surprised I haven't seen discussed in articles about the topic, probably because they don't understand the psychology behind things like this.

      The reason why WoW is so addictive is because the gameplay changes the more you play it.

      At Level 1 there's tons of new areas to explore, leveling happens quickly, new abilities are different and exciting, and you are safe from the Alliance (I played Horde). Playing with friends was fun and informal. The game was casual and I could play whenever I wanted to because I could complete quests on my own.

      Then we gained enough levels were we had to go into the contested regions of the game to continue playing, which meant that we were getting ganked by the Alliance constantly. We banded together into slightly larger groups for safety, leveling took longer, we hated the Alliance so we would go out of our way to kill them when the opportunity would permit, and the game slowly became less about adventuring and more about PvP and survival.

      To continue leveling up you were expected to join a guild so you can go on regular raids, if one of your friends didn't make you join a guild already. Leveling took even longer, good items were harder to find because you had to share between 15+ people, the best items are dropped on raids so that's more incentive to run them, and people are now depending on you to be present at the raids, so you now have a schedule to keep.

      So a game that started out as a relatively casual game that I've seen people get their non-gamer wives and girlfriends to play, slowly turns into a commitment. You can't just log in and play whenever you want, you have to be ready to run Molten Core every Tuesday and Thursday at 7pm, and that commitment develops so subtly you don't know what's going on unless you know what to look for, which is why I stopped playing after a few months. The incentives to play the game, and therefore your commitment to it, slowly changes in the same way the chances of winning penny slots changes the more you play it. WoW was designed so that the first 10 levels has such a wide reward system that most types of people can get into it, regardless of their reasons for playing games. As you level up the incentive and reward system becomes more narrow and more concentrated until the players become the type of gamer that Blizzardâ"or indeed any other game companyâ"wants you to be: a committed paying gamer, and for all the statistically right reasons.

    4. Re:Weak Article by SL+Baur · · Score: 1

      So a game that started out as a relatively casual game that I've seen people get their non-gamer wives and girlfriends to play, slowly turns into a commitment.

      Nobody held a gun to your head and forced you to play on a PvP server. Things are a bit different on a normal server.

  33. it's people by po134 · · Score: 1

    It's not as much the games as the way the gameplay let us interact with other people with in-game chat or over TS/Ventrilo. For me, when I play video games online it's about people and not the game itself, although the game as to allow such cooperative gameplay. Good examples are TF2, WoW, L4D, etc.

    I personally don't quit playing because of the community that our servers built around the players (GT every 2 months, lan each year, etc) that makes me come back every night and far from the game itself (sometime we play like user but we have the greatest fun at just talking to each other and talking about everything.)

    To me this addiction is not really one with the game but with social interactions THROUGH the games.

  34. Game Developer Convention, 2001 by Teppy · · Score: 0, Troll

    GDC, 2001 I think it was. We had a roundtable on this very topic - I was new to the games business, and there's all these absolute game design legends sitting around the table. At first the discussion was really good - ways that games can be made more addictive, for instance by varying the reward payout schedule to be more like a slot machine, or by alternating between risky feeling and safe feeling gameplay, etc.

    Then the discussion kinda took a turn for the wuss - "Well, we *can* make games more addictive, but *should* we?" And each person that spoke was trying to look more socially conscious than the last.

    Then the designer of Tetris - holy shit, Alexey Pajitnov himself, stands up and says "What the hell are you people talking about? I CHERISH the times I'm addicted to games. What else am I going to do? Read some stupid book?"

    The discussion got back on a proper track.

  35. We all know the truth? by Twyst3d · · Score: 2, Insightful

    There is a pretty funny theory that the vast majority of WoW players are well-respected professionals who play the game in their free time. Through the playing of WoW, they not only practice their leadership skills, but also organizational skills and planning skills. The idea is that the game reinforces and promotes cooperative game play while preserving a fun environment.

    But we all know the truth. It's 30 year old lardballs who still live with their parents that play this game. The lack of friends and human companionship drives them to seek out online communities where they can be accepted as who they portray themselves as rather than for who they, unfortunately, are. Seeking companionship is one of the most primal of human urges.

    I don't know how you can say the game is addictive, in that sense. I'm not addicted to breathing or eating, but I'd die without doing either of those. We are talking about something very close to the core of being a human, not a dependency developed through repeated exposure.

    Apparently quoting the same thing old tired recycled line of "30 years olds in their mothers basements" is worth 5 points Insightful. Who would have known?

    I wont deny these 30 year olds of which you speak dont exist. But Im quite sick of seeing that tired old line recycled. Worse - being subjected to the gall of essentially repeating the worst most repeated joke of the last few years, and doing so with condescension towards others about a product you seem to know so little about.

    The people I met in WoW. Came from all walks of life. Sure there may be your generic nerds in there. But there are also doctors, singers actors, producers, truck drivers, restaurant owners, bell boys, chefs, and social workers. And thats just the tip of the iceberg. There are 11 million people playing this game right now. To say its all one type of people doesnt explain why past MMOs were not nearly as successful. But Im sure according to your 5 point INsightful original and trailblazing opinion. The world was just waiting for a large population of people to hit 30 and then go live with their parents. And when I say met - I mean I met these people. I even went to one of their funerals IRL.

    And more players than you think are tired parents trying desperately to get a single hour at the end of the day just for themselves. A single hour away from their entire day spent working to provide for and take care of the family. And even then their ghetto little hour to mellow out most times is interrupted anyways.

    Is it addictive? If you are unemployed and need an escape - very much so. But for a good number of people. Its an alternative to going out and spending a ton of cash on a single nights activities that provides a bare minimum of companionship and relaxation. 15$ a month vs a bare minimum of 15$ a night to go out. Thats a hrd pitch to resist financially.

    --
    And this has been another installament of Captain Obvious! /whoosh
  36. It's About Conscious Choice by genoese · · Score: 1

    We should have exhausted this question when cigarette companies were caught enhancing nicotine levels in their product, in order to increase addiction, which enhances profit.

    Consumers must have the opportunity to make conscious choices and give informed consent when consuming anything known (or reasonably suspected) to be habit-forming. I have no desire to form a nanny state, but folks need to know what they're getting.

  37. Not just MMOs by VGPowerlord · · Score: 2, Insightful

    Disclaimer: I have played WoW in the past.

    It's not just MMOs that are addicting. Any online game can be addicting. Heck, even offline games can be addicting.

    Currently, Team Fortress 2 for the PC is my addiction. One of the communities I'm part of has their own server and is currently thinking about getting a second one due to its popularity.

    It's fun because you play against people you know and, unlike World of Warcraft, it doesn't matter how little or much you play, as your character never really changes.

    Of course, Valve continuing to release updates has made it easier to convince some of my friends to play. It helped a lot when Valve had the sale on The Orange Box for $10 a few weeks ago, though...

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    1. Re:Not just MMOs by geekoid · · Score: 1

      That's not addiction, sorry but you are going to have to find some other way to feel special.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  38. D&D for those without friends ... by oneiros27 · · Score: 2, Insightful

    Okay, maybe that's a bit harsh, but with any RPG or table top wargame, be it D&D / Shadow Run / Battle Tech / Car Wars / Toon! / Paranoia / GURPs / WH40k (I'm just the listing the ones I played growing up), you had to be able to get a group together, find a convenient place for everyone, etc.

    With some of 'em, where there's progress from session to session rather than stand-alone sessions, you need to get everyone to be able to show up every time -- which is a problem as people work different schedules, have kids, move further away, etc.

    With online gaming, you could just drop in for an hour or two, meet up with the party, drop out when life calls (as opposed to the night when one of the player's (now wife) kept calling every hour and keeping him on the phone for 20-30 min at a time, not understanding how EVERYONE else had to stop while it was going on.

    I admit, I don't play WoW -- I did play EverQuest for a bit, and I mudded for years in college, but our group tended to stick to more private groupings -- We did a fair number of LAN parties in the years after college, then later would coordinate times for Diablo, StarCraft, Age of Empires, Warcraft III, Command & Conquer, Neverwinter Nights, Dawn of War, etc. Sometimes LAN parties, but normally just a normal weeknight where we didn't have to deal with travel (as one now lives 500 miles away and the others would still take up to 2 hrs each way w/ travel, setup, etc.)

    So ... the point is ... MMOs are more convenient than face to face. Yes, they're less imaginative, yes, they can be less social, but we can get a game together in under an hour if someone feels the need to unwind from a stressful day at work, whereas a day of WH40K gaming might require weeks to prepare (gotta modify my figures to deal with some rules change / new tactics, etc.)

    --
    Build it, and they will come^Hplain.
  39. study civilization iv by circletimessquare · · Score: 2, Interesting

    i had to forcibly destroy the disc in order to have a life

    for me, it was a combination of the engrossing micromanagement (which you see with WoW and its endless loot management) and that insistent "just one more turn..." urging that moves you to devote 5 more minutes to the game that turns into 5 hours. that urging is the desire to see the completion of small goalposts, like building a wonder or taking a border city from the spanish or the indians, which is also discussed in regards to WoW

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
    1. Re:study civilization iv by mqduck · · Score: 1

      Yeah, Civ IV is horrible. Every now and then, I binge on the game for 24 hour-stretches broken only by sleep for several days in a row. Thing is, by the end, I feel like I've had my fill. But that's just me.

      --
      Property is theft.
    2. Re:study civilization iv by Ifandbut · · Score: 1

      However, just breaking the disc does not prevent you from playing WoW. Even if you reformatted your computer you can easily download the game from Blizzard's website.

      The best solution would be to shout your account information in Trade chat and wait for someone to change your password. Then you just have to prevent yourself from e-mailing Blizzard that your account got stolen.

    3. Re:study civilization iv by brkello · · Score: 1

      Ahh, Civ IV. It is the only game I ever played for so long that I freaked out when someone was shining a light in to my window ...only to realize it was the sun.

      --
      Support a great indie game: http://www.abaddon360.com
  40. I havent had time to post lately. by LaminatorX · · Score: 2, Funny

    I've been playing Heroin Hero 60 hours/week. Someday I'll catch that pesky dragon!

  41. Mod Parent Down by Anonymous Coward · · Score: 0

    tl;dr

    (Don't be so serious. It's only a game after all.)

  42. Not in the Game Design by PegamooseG · · Score: 1

    I don't think game addiction is in the game design itself. I think the addiction is in the player's obsessive-compulsive behavior towards reaching a personal goal. I used to be addicted to Lemmings. I'd stay up late playing, because I wanted to get those Lemmings past one... more... level. "Just one more" is a common catch phrase around people I know how have some form of game addiction.

    My mom gets addicted to simple games very easily. In the original version of MS Windows's Freecell, she heard that ever 32,000+ levels were win-able, and she was obsessed with beating each one, just to see if she could. She completed all of them except for the one level which was proven impossible to beat.

    The addiction is in the people, not in the game. I think you can design any game, give the player some kind of mission to keep in mind, and make the game somewhat difficult to reach that goal, but not impossible. Then, once they do obtain their goal, give the player a way to keep striving for something even better ("Sorry, Mario... The princess is in the next castle."). Ex. See if you can beat this game of solitaire. You beat it? Okay, now try again, but quicker this time. You beat that, too? Okay, now try it with more cards. Etc.

    1. Re:Not in the Game Design by radtea · · Score: 1

      My mom gets addicted to simple games very easily

      That word you keep using...

      Addiction is a persistent physiological or psychological state that deprives a person of the ability to make certain choices.

      A game can be compelling without being addicting. The boundary line, like every boundary line everywhere, is blurry (dunno why it is necessary to point that out, but too many people pipe up with, "Yeah, but where is the absolutely precise boundary line?" if you don't--not sure what universe they are living in, which has these absolutely precise boundary lines everywhere. I've never seen one.)

      Some people are more susceptible to some kinds of addiction than others, just like every other disease. Every time game addiction comes up on /. some idiot (not you, but there is a post like this up the way) declares that the very concept of game addiction is a crock because HE didn't get addicted. This is like saying that no one gets broken bones because once you were in a car accident and didn't break anything.

      Addiction is a product of the interaction between a person and an external influence. It is neither "in the person" nor "in the influence". Some things are sufficiently addictive (nicotine, for example) that there are grounds for keeping them far away from children, and possibly even young adults. But those are statistical judgements, necessarily approximate and imperfect.

      --
      Blasphemy is a human right. Blasphemophobia kills.
    2. Re:Not in the Game Design by PegamooseG · · Score: 1
      I slightly disagree with your last statement. I don't think it is the interaction between the person and influence, but it is the psychological state formed from the interaction. Outside influence X creates emotional reaction Y in the person's mind. Enough of this conditioning, and you have a strong compulsion. The addiction comes in which the person believes this state of mind is the only way things are (white = this state of being is good; black = existence is hopeless without that state). To overcome this feeling is difficult, but not impossible. Pavlov proved this conditioning method with his dogs. But, you can uncondition the dog, and replace this mental addiciton with a bicycle horn instead of a bell. In this respect, it is "in the person", because it is created by the positive reactions generating neurological chemical dependencies.

      Although I do agree with your comment on grey areas. Not everything in the world is black or white, but various shades of grey. So, I do not believe there is some "magical element" in games (or drugs or celebrities or whatever people attatch themselves to) that can be coded into the next great fbleepin' game. Whatever the next big addictive game is, it will need to create that positive reaction in the person's mind, so that they think, "This game is a good thing. I need more of it. I have a hard time of thinking of other things, because I like thinking about how great this game is. And, if I play just one more turn/round/hour of this game, it will make me happy. Because, this game is a good thing..."

  43. Re:Thanks for the heads up about rpg progress ques by turing_m · · Score: 1

    Yes, I split my sides at "Double Hobbit" and couldn't stop after that.

    And not just sad, it's really weird how fun/addictive it is. For some reason I just don't want to shut it off. It's sitting there, accumulating gibberish terms generated from some sort of random phrase generator, gaining levels and abilities that have no bearing on anything at all, not even in the game (other than strength, which increases "encumbrance"), and I'm not even in control of it (which somehow appeals to my sense of laziness, that it's doing "work" for nothing). It's not even properly a game, for crying out loud! I mean, all you do is roll for stats and start the game, sit back and relax!

    But maybe understanding the addiction is key to ending the addiction. It's just dumb, really, so why do it if it's impacting negatively on your life?

    --
    If I have seen further it is by stealing the Intellectual Property of giants.
  44. The only element that matters by Anonymous Coward · · Score: 0

    As long as we're going to continue to be liberal with the term "addiction" the only element of game design that matters is this:

    A highly repetitive experience (paying a monthly subscription) in exchange for a "reward" (access to a service).

    Funny thing is most of non-necessities I buy use this model. Games, internet access, cable, cellphone, even electricity. And when one of them is cut off, my reaction is pretty much the same. I guess I'm addicted to them all.

    Now if you'll excuse me, I've got to go jack on.

  45. Wrong word by huckamania · · Score: 2, Insightful

    The OP should be modded +5 Insightful. If WoW is 'addictive', then the word no longer has the same meaning as before. The word can just as easily be applied to chocolate, slashdot and American Idol as to a voluntary activity like WoW.

    The truth is that none of these things are addictive. There are people who are obsessed with each of those things, but if stranded on a desert island, those people wouldn't suffer any ill effects from being removed from their obsession.

    I'm currently obsessed with Battlefield Heroes, but in a good way.

  46. Education: Why can't it be more addictive by Protocron · · Score: 1

    What the hell is wrong with this society? We have people holed up in their rooms playing these MMORPG's and they're not learning anything except how to raid and grind. They could be doing learning through grinding just as easily. If only we had people developing these kid of games. Could you imagine a kid/teenager/basement dweller saying, "I'm addicted to Calculus!!!!" Or, "I hate the grind between Partical Physics PHD 1.1 and Partical Physics 1.2."
    We/they play these games with stupid rewards for something that is completely intangible. At the very best you could say that these games are teaching people who to function in a team environment and how to organize projects. That's really about it.
    Oh MMORPG why can you be more educational.

    --
    CAPS LOCK: ITS LIKE THE CRUISE CONTROL FOR AWESOME
  47. Addicted? Maybe. by stonecutter2 · · Score: 1

    I play WoW a lot because I think it's fun, and it's an amazing entertainment deal at $16 per month, for all of the hours I spend at it. I have friends who live nearby, and we hang out in person, and we also hang out in the game doing stuff together. What is the essence of designing a game that is addiction-based? Replay value and a desire in the player to be an achiever. With a subscription-based game, you have to keep people playing and wanting to play, to keep their account active. You also need to provide ample opportunities for someone to achieve something, and then keep further achievements available to them to accomplish. My friend who has 2 kids didn't have the time to level from 70 to 80, so he stopped playing WoW because the rewards and achievements weren't catered well enough to make him feel rewarded for his time. World of Warcraft literally inserted an Achievement system in the game - for example, if you complete a dungeon, you get an achievement stating that you completed it. When this system was released, although there were no specific awards for some achievements, a LOT of players just started accomplishing these achievements because it was just "something to do." People like to feel like they accomplished something, and this achievement system gave them that chance. Expansive content, the ability to set new goals at any time and accomplish them, sliding reward systems that are consistently extended to make you want to seek them out (but tantalizingly close enough to actually achieve them without too much frustration), these just a couple of things that will keep a subscription going and make a game addicting.

  48. The First Step? by TimmyTurner · · Score: 1

    denial...

  49. You have to have an addictive personality by Animats · · Score: 1

    This sort of thing appeals to people with an addictive personality. I tried EverQuest once, and after about an hour, lost interest. Once I've seen the highlights in a game, it's not that interesting.

    You really see this if you go to Vegas. I once went to Vegas for COMDEX (back when it mattered) and was booked into a casino/hotel. I watched a bus tour come in. The people got off the bus, and went straight to the slot machines. You'd think they'd check in, go to their room, take a shower, check out the entertainment guide to see what's going on, and then go out. Nah. Pure Skinner box behavior. It's depressing just to watch them.

    1. Re:You have to have an addictive personality by geekoid · · Score: 1

      That is becasue that's why they went to Vegas. So they did what they were looking forward to doing. And if it is like bus trips to Vegas I ahve been on, they arrived before check in time.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  50. this isn't a technical question by superwiz · · Score: 1

    It's a question for neuroscientists. If the game experiences produce the same chemical reactions in the brain as the ones that occur during drug use (reuptake or inhibition of some specific neurotransmitters), then the experience is indistinguishable from drug use as far as the brain is concerned. All the personal-responsibility arguments aside (because they can also be made about mild drug use), it's generally some re-association of flight vs fight mechanism or sexual excitation mechanism (or both). But again, for exact details, ask a neuroscientist -- not a programmer.

    --
    Any guest worker system is indistinguishable from indentured servitude.
  51. Understanding Addiction Based Game Design by rocket+rancher · · Score: 2, Insightful

    The common theory is that games like World of Warcraft are addictive. But what are the exact qualities that make it so?

    I play WoW *a lot* -- six hours/day during the week and 18 hours/day on weekends and holidays -- and I've often wondered how I let this game take over my life so thoroughly. I think the variable rate schedule of rewards theory can explain this addiction. It is something that I learned about in a Management 101 class two decades ago. What makes anything addictive, according to the theory we were taught as nascent managers, is having a variable rate at which rewards are delivered. It is what makes gamblers come back to the dice table again and again, and it is why unions work so hard to establish uniform wage scales. My company introduced "Spot Awards" and the policy governing the awards explicitly states that managers should make sure that the awards are distributed at random intervals. The variable-rate schedule of rewards can produce game-aholics as effectively as it can work-aholics.

    Is Blizz deliberately using the variable rate schedule of rewards to bind us to the game? Of course they are. In WoW, the variable rate schedule of rewards is easy to see. How does Blizz keep people engaged once they've reached the level cap? The recently added "Achievement" system is one way. Every so often, you will be rewarded with an achievement that can grant you cool stuff -- a new pet, a new mount, a new title. The requirements for the achievements are not uniform, and often depend on the completion of other achievements which also have non-uniform requirements. This insures that the schedule at which one completes an achievement and receives a reward will be effectively random. You keep shelling out $15 every month to keep those rewards coming.

  52. What makes them habit forming is by geekoid · · Score: 1

    Achievements.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:What makes them habit forming is by shermo · · Score: 1

      So you're saying WoW wasn't addictive before the achievement system was introduced?

      --
      Insanity: voting in the same two parties over and over again and expecting different results
  53. Community is the answer by Spykk · · Score: 1

    Blaming gameplay elements for how addictive MMOs are has never held water for me. There are plenty of single player games that reward repetitive behavior. What makes MMOs different should be obvious; It's the community. MMOs reward you for congregating with other players. Eventually most players will end up with a network of social contacts that they only know through the game. Quitting the game is then sort of like abandoning these people. If you start getting bored with a single player game you stop playing. If you start getting bored with an MMO you keep coming back for the social aspects. Your friends pressure you to stay. It's not the gameplay that keeps you there, it's the other players.

  54. Re:Education: Why can't it be more addictive by Sj0 · · Score: 1

    I was totally addicted to Calculus back in college.

    It was such a neat power, nobody understood it, it was like being part of a secret club.

    Then Quantum Physics came along and made all the answers right and wrong at the same time. It's all fun and games until Quantum Physics comes along and ruins the party. You either don't know where it'll strike or when it'll strike.

    --
    It's been a long time.
  55. Wish fulfillment at a fundamental level by JB47394 · · Score: 1

    As far as I'm concerned, people play MMOs because they operate like virtual worlds. In that context, people then pursue experiences that they don't get enough of in life. They can't struggle mightily to achieve great things. They can't get a sense of respect. They have no sense of control in their life. They can't lead others. They can't socialize enough. They can't bonk on things until they fall over dramatically.

    When people find the exact thing in a virtual setting that they're really wanting from their life, they'll keep coming back to it over and over again. It's just like anyone who is a zealot of any other activity.

    Think back through time of all the people who have had single-minded determination to engage in some activity, with all other activities taking a secondary role. Famous composers, builders, businessmen, scientists and engineers have all devoted themselves to a single activity - to the detriment of their family life and even to their health.

    MMOs simply offer a virtual setting where people can experience an activity or sensation that they find tremendously appealing. Perhaps to the point of perceiving them as providing fulfillment.

    Now trot out a personal holodeck for everyone in the world. A significant portion of the population would enter and never leave.

  56. Re:Education: Why can't it be more addictive by Protocron · · Score: 1

    Yeah, I know what you mean, sorta. I have to retake Calc I sometime in the future, but what I got out of the class made me feel like I knew things few other people really understood in the world. I wanted to apply Calculus to other areas of my life.
    But, I mean; there should be games and fun things that are just as addictive/fun as WoWCrack that actually teaches you something. Image WoWCrack games where you learned Calculus or even Algrebra. Your level was based on the equations you could solve. And rather than grinding on killing trolls or orcs you were grinding on equations.....
    I wish I was a developer......

    --
    CAPS LOCK: ITS LIKE THE CRUISE CONTROL FOR AWESOME
  57. The Game Is Big by Cormophyte · · Score: 1

    I'm no WoW expert and have only logged a few hours total before being turned off by the game, and it's exactly the things that turned me off that make the game addictive. It takes a long....long time to even be competent at it, let alone good. Then there's the sense of losing ground to other players if you stop playing, the constant chance of getting that next best loot on your next dungeon run. The whole experience is designed to keep you coming back both from expectations of advancement and fear of losing your status.

    Talent at playing the game is only worth something as long as you're willing to put in hundreds of hours to attain levels and gear.

    1. Re:The Game Is Big by SL+Baur · · Score: 1

      I'm no WoW expert and have only logged a few hours total before being turned off by the game, and it's exactly the things that turned me off that make the game addictive. It takes a long....long time to even be competent at it, let alone good. Then there's the sense of losing ground to other players if you stop playing, the constant chance of getting that next best loot on your next dungeon run. The whole experience is designed to keep you coming back both from expectations of advancement and fear of losing your status.

      I think you should have stopped with the first four words. What do you know about dungeons if you only played "a few hours total"?

      Oh and the rested XP bonus helps one keep up more than you think.

  58. In Soviet Russia... by disassembled · · Score: 1

    Video game pushes your buttons.

  59. Will power, kids. by Anonymous Coward · · Score: 0

    I never understood how a game could become addictive. I believe the addictive aspects of the game come from the "relationships" built with other people who play it. It's usually more fun to be able to play a game with other people than to play alone. A game gets dull and boring if new virtual situations with new people dont come along. Try playing WoW alone. Make a new character on a new server and dont talk to people unless you have to. The game wont be as fun and chances are you'll be moving back to that old familiar server, with those old familiar "faces".

  60. The time element by dave562 · · Score: 1

    I have an addictive personality and purposefully stayed away from WoW during the beta cycle. Even after it was released, I didn't play it for a long time. I didn't really get into the game until a bunch of my friends were playing it and were already involved in end game raids. I was hesitant to get into the game after hearing tales of multiple hour long raids, but I gave it a shot anyway.

    The thing that drew me in was how well the quests were laid out. I went into the game after having read a story here on /. about how Blizzard had a relatively large number of psychologists on staff. I was actively looking for addictive qualities to the game. For me, a person who wanted to play it casually, it was the time involved with the quests. The quests are short, so its easy to get into the mentality "I'll just do ONE more quest 'real quick'". Often times the quests are grouped together in the same area, so while doing 'one quest real quick', you might as well 'do these other quests that are right here'. Before you know it, a couple of hours are gone.

    The other thing is that the quests are linked in such a way that they guide you onto the next area in a fairly seemless way. You never linger in any one area for too long, and there is always something on the horizon to tackle. Beyond that, all of the quests are relatively easy so you don't get frustrated. It makes the game feel kind of childish at times, but it also limits the likelyhood that a person is going to leave the game in frustration.

    Although the end game raids still take a lot of time, there is content available for the more casual player. I rarely ever raid because I don't want to set aside the time required. On the other hand, it's pretty easy to hop online and within fifteen minutes, find a group and run an instance or two. That method pretty much denies me any sort of high end gear, but that's not why I play the game.

  61. Ethical problems with addictive game designs by Squiggle · · Score: 1

    There are potentially serious ethical issues when creating games whose design is closely linked revenue generation. For monthly subscription style games, there is a strong incentive for developers to make the game more addicting, using all the known human "vulnerabilities" (reward schemes, etc) to keep people paying. This is where I think game designers can be called to task, or at least the relationship between the design and the revenue model.

    It is a path towards "evil":
    1) Make the game more addictive for the players and encourage them to recruit more players.
    2) Charge subscription for access to the game.
    3) Profit!

    I call most MMORPG's gambling games rather than role-playing games... MMOGGs I suppose. The game designers can be held even more culpable for the ethics of their designs then those that design traditional gambling games, since the central (addictive) mechanic of gambling is staking a wager and potentially receiving rewards but the central mechanics of MMORPGs certain don't have to be self-serving addiction mechanics.

    It would be completely possible to make WoW and other MMORPGs without leveling, drops, and other addiction mechanics and instead focus on overcoming challenges/monsters, socializing, role-playing and competition (PvP). Certainly the latter gameplay can be addicting, but I think you can make a clear distinction between mechanics that give the illusion of reward (items, XP, basically anything that just changes a number) and those that are intrinsically rewarding (defeating a monster or other player, making friends, etc).

    In my eyes Blizzard has gone from a respected developer of a classic like Starcraft to an ethically challenged producer of a gambling game. However, it has been the fault of all game designers and game players to not bring up the issue more clearly and widely. We failed to talk about games in a serious way to help designers avoid falling into the trap of equating fun with addiction. Hopefully in the future addiction gameplay will be avoided by any designers who take games seriously and be relegated to a "sleazy" profit-centric industry more similar to the gambling industry.

    --
    Complexity Happens
    1. Re:Ethical problems with addictive game designs by stewbacca · · Score: 1

      This is one of the most anti-capitalists posts I've seen on here in a long time. Software companies don't exists to provide a service. I've never heard of a non-profit game compnay. There are no ethical issues in linking game design to revenue generation because THAT'S THE ENTIRE POINT OF MAKING THE GAME IN THE FIRST PLACE!

      I guess the alternative is:

      1) Make a boring game that nobody plays

      2) Charge a subscription for access

      3) Go out of business for making a lousy game and having no customers!

      I repeat--there is nothing unethical about running a for-profit business and having a goal of making money.

    2. Re:Ethical problems with addictive game designs by Squiggle · · Score: 1

      Software companies provide the service of creating games, but regardless, this leads to an Art vs Entertainment vs Industry argument that is off-topic. Only in industry could the case be made that the entire point of creation is to generate profit (and longterm profitability usually means this isn't the case for many shorter term projects... see Google).

      There is obviously something unethical about making money in ways that harms other people. While the amount of harm caused by addiction would be hard to quantify and is different for each person, it would hard to prove that it causes no harm. Addiction gameplay is entirely unnecessary for profitability as numerous profitable games have been made without those mechanics. I don't think addition gameplay should be illegal, but only that serious game designers should abandon it for ethical reasons. Non-serious (i.e. profit is higher priority than the game) game designers and companies can create an profitable industry in the same manner as the candy, gambling, or tobacco industries.

      For me there is also always an ethical choice about the priority levels that you set when creating things. I consider it a mistake to place personal profit above all else, since that makes too easy to make bad decisions that cause suffering and harm to others. Thus there is nothing wrong with running a for-profit business, or having a goal of being profitable, but it is wrong if profit is the only goal or the highest priority or your profit results in harm to others.

      --
      Complexity Happens
  62. Reality check by kenp2002 · · Score: 1

    There is no Drug addiction, sex addiction, or game addiction.

    There is addiction. What you are addicted to is irrelivant to the definiton of an addiction.

    What you are addicted to factors in only when you are trying to treat the addiction.

    Addiction has two parts: Physical and Psychological.

    Regardless of MMO, cigs, pot, or meth they both have those two sides.

    Treatment is structured around what you are addicted to.

    Trying to box up and create boutique addictions is a pointless exercise. Addiction = Addiction.

    The reasons for becoming an addict can vary but result in the same condition, addiction.

    Skinner and many others found that you can be addicted to anything. Milk, cashews, and even eye brow stroking. The behaviors are identical no matter what the subject was addicted to with a common result, self destruction.

    This boutique addiction nonsense has to end. It's addiction, plain and simple. No video game addiction. Addiction. Just political nonsense...

    --
    -=[ Who Is John Galt? ]=-
  63. WoW Ads by stewbacca · · Score: 1

    WoW is so addictive I swear I saw three ads for it in that article!

  64. Goals by zhar · · Score: 1

    To begin with, I have not RTFA (damn you websense!) nor have I ever played WoW. But I can give some examples of addictive games that I have played, such as Sid Meier's Pirates! As many other posters have pointed out, one of the features that they feel makes WoW addictive is the social interaction. This has no appeal for me, which is why MMORPG's haven't ever really captivated me the way most single player games have. I think that the addictiveness has to take into account both the nature of the players and also the player's goals. In the case of Pirates! the game became very addicting because the quests that would be given to you could be accomplished in about 20 minutes each. This, coupled with a fairly intuitive control scheme using just the number pad on the keyboard made for a great pick up and play kind of game, but always having the ability to complete a particular quest in 20 minutes or less triggers a "just one more" kind of play style where I lose track of time and next thing I know I've been playing for 14 hours with minimal breaks. Having short, attainable goals that tie into a long term goal provides a sense of accomplishment that produces a desire to keep on playing without interruption.

    --


    DRINK DUFF (responsibly) DRINK DUFF (responsibly) DRINK DUFF
  65. Which theory again? by ascii · · Score: 1

    "The common theory is that games like World of Warcraft are addictive."

    Please enlighten me: exactly which theory is that?

    --
    naah sig schmig
  66. conversely, maybe heroin/ meth/ coke addicts could kick their habit by buying the drug and giving it to other addicts?

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  67. Would you announce that you played? by Feyshtey · · Score: 1

    There's an obvious stereotype of gamers that they are weak minded idiots addicted to computer games. They are either pasty-faced pimpled teenage geeks or fat 30+ social rejects who still live with their parents. In whatever case, they must not be able to handle real life, or can't control their emotions, and fall victim to these addictive games designed to ruin their lives. But the reality is more people in America play computer games than not. (http://www.npd.com/press/releases/press_090520.html) In fact, more people play video games than go out to movies. And these gamers aren't just shriveling up in their parent's basements.

    Considering this stereotype, how many people like Curt Schilling and Doug Glanville (MLB players, http://www.boston.com/news/globe/living/articles/2003/12/04/schillings_got_his_online_game_face_on/)would openly admit to playing MMO's?

    Consider further the impact of that information becoming public on the playability of MMO's for celebrities. Would you risk having your anonymous personal entertainment fall prey to the same stalkers and paparazi-type wacko's constantly hassling you like they do when you leave your house? Or would you keep the fact that you play as closely held as possible so that you had some avenue of socialization in your life that was genuine, instead of the ass-kissing and intrusion that you consistently face in real life?

    There are many many famous people who play. I posted a few with evidence here already. But in the same position I'd keep my mouth shut as most of them do.

    I know of a famous person who played Everquest. That person's ID got out, and they ended up quitting because of it. The enjoyment of the game was completely ruined when their identity was revealed.

    When you start thinking in these terms its easy to reconcile that there are plenty of people that lead perfectly pruductive and healthy lives that -also- play computer games. It is not the games themselves that are a destructive force in some lives. It is the addictive personality of some people who play games that is used as ammo to demonize that which some others are ignorant of.

    --
    "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
  68. There's one huge difference here by Benfea · · Score: 1

    Both addictive drugs and addictive games can severely disrupt your life. However, once you become addicted to a drug, you're addicted for life. The addiction never entirely goes away. Addictive games are not like that at all, which is partly why I object to the use of the word "addicting" in this manner.

    1. Re:There's one huge difference here by mqduck · · Score: 1

      Methinks you're taking AA literature a bit too literally. The "once an alcoholic, always an alcoholic" phenomenon doesn't apply to every alcohol addict, let alone every addict of every drug.

      --
      Property is theft.
    2. Re:There's one huge difference here by Anonymous Coward · · Score: 0

      The drug addict for life thing is pretty questionable. I know this is just anecdote, but I've never seen that pattern in real life. In fact, I've seen the opposite. People tend to abuse even the hardest of drugs for only slightly longer then its convenient for them to do so. Then they self correct. Lifetime drug addiction is a molehill that our society makes into a mountain. I'm not saying that its a non-issue for everyone, just that its a non-issue for most people.

      Anecdotal examples: I used to smoke, I smoked at least a pack a day for about 8 years, but then it became too expensive and socially inconvenient, so I stopped buying cigarettes. I will still smoke when offerred a cigarette by a friend, but that doesn't happen much these days. So while I suppose I'm more of a smoker then a person that's never touched a tobacco product, I wouldn't qualify 1-2 cigarettes/month an addiction.

      I used to smoke a ton of pot. Got sick of it, now I never smoke it even though a lot of people around me do.

      Likewise I used to do a lot of cocaine. Now I don't touch the stuff and have no desire to do so. The same is true of everyone that I used to do cocaine with. It lasted about 2 years, then we all got fed up with the negative side effects and gradually stopped.

      I have a friend that worked 80 hours a week, so she started using meth. She did it for about 8 months on a daily basis, then stopped completely after cutting back to a normal work week, and having gotten sick of the negative side effects.

      My uncle used to shoot heroin. Stopped when he had a kid.

      Drugs, even the really nasty ones, just aren't that powerful that they can "hook you for life". I'm not saying drug addiction is usually harmless (a couple of those guys I did coke with really really messed up their lives before they quit), just that in almost all cases its no more permanent a condition then any other type of addiction.

    3. Re:There's one huge difference here by erroneus · · Score: 1

      I said something similar and got modded as troll.

      But there is something about "addiction" that most people fail to appreciate. Even in the case of "chemical addiction" a conscious decision to stop doing something can always overrule. The choice is always made by the individual to feed the addiction in whatever form it takes. Some addicts don't believe they are addicts. Some addicts recognize they are addicts and do nothing about it, either because they dislike themselves or because they feel helpless to stop it "because it's an addiction." Some addicts recognize their addictive propensity and manage themselves just fine... whether it is keeping and sticking with a budget of time and/or money or simply drawing a line somewhere so that the "fun" doesn't affect their ability to function in life.

      Addiction is quite an appropriate, though misunderstood, term in this case. I hold that it is a myth that people who are addicted cannot control themselves. Invariably, there are other factors of personality that, when combined with an addiction, manifest themselves as a bigger problem. (note the difference between managed addictions and those out of control.)

  69. Re:Frost Posh by ThinkTwicePostOnce · · Score: 1

    Video poker slot machines addict 5 times faster than other forms of gambling.

    It takes about two years for those who become compulsive video poker machine players to
    become hooked. Other forms of compulsive gambling, including conventional slot machines,
    take about ten years.

    According to various TV news investigations of legalized gambling over the years.

    I'd guess that the increased amount of actual thinking involved in video poker playing
    creates a greater illusion of control of the outcome, or simply involves more actual neurons
    in the brain in the process of playing.

    There's a useful clue here to what makes a game more addictive, since 5 times quicker is a very
    big difference. But I can't say what it is.

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  70. I Played for a While by GypC · · Score: 1

    It was fun at first, but eventually became nothing but tedious questing and dealing with negative assholes. Come to think of it, this was also my experience with methamphetamines...

  71. Formal Definition of Addictive by Anonymous Coward · · Score: 0

    The classical definition of addictive contains three separate elements:

    1) reinforcing -- it stimulates some "do it again" circuit in the brain. This is what most people casually call addictive.
    2) withdrawal symptoms
    3) dose escalation

    You can see it's based on opiates. If you apply it strictly to someone who has been smoking two packs a day for thirty
    years, you can create an argument that cigarettes don't fit the formal definition (#3), even tho actually claiming that
    cigarettes aren't addictive makes you look like an ass.

    But if anyone is looking up anything from scientific literature, don't omit "reinforcing" as a search term.

    Also include the word "craving".

    I remain puzzled by an article a decade or two back in the journal Science, which "revealed" the
    "discovery" that a major factor in cocaine addicts relapsing was "craving". What puzzles is how this merits a journal
    article, instead of a "Duh", but maybe establishing "craving" as a formal term in addiction research was reason enough.

  72. Re:Education: Why can't it be more addictive by PegamooseG · · Score: 1

    I still say I use more time-travel theory in my daily life than Calclueless.

  73. Didn't we beat this subject to death by DRAGONWEEZEL · · Score: 1

    with a "Chilly slobberknocker"? http://www.wowhead.com/?item=41821/

    --
    How much is your data worth? Back it up now.
  74. My experience by ^_^x · · Score: 1

    I wrote about this several years ago after playing a few MMOs... I don't have access to the essay right now, but a few of the addictive points I remember are:
    - When you pay a subscription fee to play an unlimited time per month, you get more value from the fee the more you play the game.
    - Other players can observe your character and items, seemingly lending credence to them psychologically. It makes them "more real" than a single player or non-persistent game.
    - Feeding on that, progress in the game feels more like you're actually getting something done (you're not!)
    - You meet friends in the game, so often to keep in touch with these friends, you must keep playing the game.
    - Also, you're compelled to play the game to keep your character on an equivalent level of progress to the others in your guild.

    MMOs definitely have some additional tricks up their sleeve when it comes to compelling players to play them.

  75. I actually read the article by brkello · · Score: 1

    and it didn't get very deep. He defines addiction in games as games that offer rewards (they tend to be smaller rewards) for doing the same thing over and over again. Of course, this is focusing on MMORPGs, but I don't see why it has to other than it is popular to bash these games right now...which is a bit odd to me...but let me explain more.

    Some of us like to game. Whether it be RPGs, FPSs, RTSs, TBSs, MMORPGs or whatever. There has been a negative reaction towards people who game from the general public. Gamers don't like this. What is the difference if we game for a few hours a night instead of watching reruns of TV shows we have already seen. There really isn't a difference (other than gaming uses more brain power since there is actually some interaction instead of just sitting there). But since it is newer and different from the norm, people will make fun of, write laws against, etc etc just as they did in the past for D&D and rock music.

    MMORPGs are really not any different than regular games other than the regular content releases and more social aspects. You do the same things over and over again...sure. But you do it with different people and you are getting better at it each time you do it. Really, not much different from traditional games like chess or go. You are doing the same things over and over, but you are getting better and you are enjoying yourself. Nothing really to freak out about. But even many gamers on here are going to bash WoW because it's new and they can't spend as much time on it. That and they probably know someone who has screwed up their lives by playing too much.

    But most people don't have issues. Like most people can go out on weekends have a few drinks, and not get wasted. But we all know friends who go out and drink too much. But that is more socially acceptable. Why? Because we live in a society that values extroverts over introverts. So because you don't want to go out with friends and feel more comfortable at home, you are weird. "Why would Bob rather play WoW than come get drunk with us? Man, that guy is a loser." But him staying home playing WoW is his time to recharge and be happy just like for extroverts, their time to recharge is being social with friends.

    In any case, the whole MMORPG addiction thing is overblown. It is just because it is new to society that it faces so much scrutiny. Human beings have been finding ways to screw up their lives since the beginning of time. This is no different. In 100 years, people playing MMORPGs will be griping about all the holocube addicts. Why can't they just be like everyone else and play MMORPGs? Freaking losers.

    --
    Support a great indie game: http://www.abaddon360.com
  76. Re:Frost Posh by niktemadur · · Score: 2, Insightful

    This is the right time and place for a personal anecdote, methinks.

    Many years ago, my dad took me to Vegas for a full week. As I'd never been to Vegas before, I was thrilled. My dad was a disciplined yet mellow man with a hearing impairment, he'd time his gambling between slow and relaxed coffee breaks, meals and walks, then return to the casino and turn his hearing aid off, sheltering himself from the constant cacophony around him, moving slow and hunting for a "warm" machine according to his "hypothesis" (if someone has been feeding a machine and gotten no return, a jackpot is imminent, he'd say). An eye of the storm is how I'd describe him. By midnight, dad would be in our hotel room, drifting to sleep while reading a techno-thriller spy novel or Louis L'Amour cowboy adventure.

    Feeling like a hyper-excited kid in a candy store, I was taking off on my own at 8:00 pm (with a generous but not excessive daily allowance) to explore, drink and smoke while feeding the one-armed bandits and playing blackjack at the one-dollar tables (with free drink service, of course), pretending to be a real man, coming back to the hotel room at the crack of dawn or beyond. Now, wasting precious cash on taxis, are you kidding? I was doing plenty of walking from casino to casino, keeping me from getting too drunk, so I didn't get into any trouble in that area.
    This blissful experience lasted for three days.

    By Day Four, the sound of the slot machines was beginning to get deep in nerves, the thrill was fading away, and three consecutive nights of drink was beginning to take its' toll (call me a lightweight if you like, that's okay).
    By Day Five, I went bowling and to the movies, just to get away from the casinos for a spell or two. To give you an idea how long ago this was, the film was "Patriot Games" with Harrison Ford.
    By Day Six, my nervous system was screaming "Get me outta here!".
    By Day Seven, feeling jaded beyond my years, I indulged in one last blackjack all-nighter at a funky casino filled with college-age students, Bowie, Roxy Music and The Police playing in the sound system.
    On Day Eight we flew back and I wanted to play Pope and kiss the ground at touchdown.

    What my old man did there, was invaluable - he placed the cookie jar in my reach and said "Have a go". What I did was stuff myself until I got sick and subsequently inoculated, gambling holds no appeal for me since then.

    Now to my main point here. By Day Five, as I wandered around the casinos, the lights, bells and whistles were not a distracting factor anymore, my jolly attitude had vanished, and only then did some truly disturbing snapshots of humanity stick out in sharp relief:
    * People (mostly elderly) with glazed eyes focused on some point beyond the walls, a bucket of dollar coins at the side, wearing latex gloves turned filthy by feeding the coins to three slot machines at a time, for all intents and purposes turned into mechanical extensions.
    * Same people after running out of money, walking away in anger as if in instant withdrawal, with only one purpose in mind - scrounging more cash to feed the overlords.
    * Guy arrives at the blackjack table and places two black (five-hundred dollar) chips and wins. Smoking a cigarette and with no discernible emotion, bets all chips, now we're up to two thousand dollars, and wins. Once again, only now it's four thousand bucks, and wins. Once more, eight thousand dollars, loses it all. Guy turns and walks away with no emotion whatsoever. All in the span of two minutes.

    I wouldn't doubt that the casinos knowledgeably use monorails, outlandish architecture, jackpot cars on display, human statues, aquariums and stuff all over the place, to keep the 2-3 day visitor distracted, hiding a dark side of Vegas in plain sight. Then visitors themselves make the damnedest effort to become part of the distraction, chicks there feel the need to expose 9/10 of their body to stand out from all that sensory bombardment (OK, I'll give that one a resounding pass, but

    --
    Lil' Thindime, lilting a lacrimose lament, krashes the kwaint konfines of Kokonino Kounty
  77. This is why I refuse to buy WOW by OnomatopoeiaSound · · Score: 1

    I want to buy WOW. Many of my friends play WOW. I played the free trial for it, and enjoyed it quite a bit, despite the pacing being a bit too slow for my standards. However, I get addicted to things quite easily. I know that if I start playing WOW, the other facets of my life will take the back seat. I even have a bit of trouble focussing on other things besides Dungeons And Dragons sometimes. (I know, I'm a geek). Basically, I know that I would enjoy WOW, and by extention other MMORPGs, just a little bit too much. The only reason why I let myself play other video games is that the ones that I'm interested in have an ending. So no matter how addicted I get, there will come a point where I have to stop playing, for at least a little while.

    --
    +++ Divide By Cucumber Error. Please Reinstall Universe And Reboot +++
  78. D&D for those with a life by justinlee37 · · Score: 1

    It's also less time-consuming than D&D. Putting content together in a way that is effective and engaging can be a huge nightmare, and unless everything is highly coordinated and all of the players as well as the DM "do their homework" (IE, study and prepare for the game outside of play time) even a simple scene can take hours to run. Furthermore, everybody always wants to roll dice on friday night or saturday night. There is so much else to do on those nights (like have a date with a lady). So D&D doesn't just take up time, it takes up prime time. Whereas a nice game of Deux Ex, or Baldur's Gate, or Vampire: Bloodlines can be enjoyed on any night, with little to no planning, and comes conveniently pre-packaged.

    But yeah, World of Warcraft is totally lame.