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