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Feeding Addiction

by Steve Gibson, Jun 14, 2001 6:34am PDT
Related Topics – Games: PC

So after pondering how evil Diablo2 is and how there are other games out there that tend to "take over the life" of people I decided to ask you guys a question. What do you feel are the properties of a game that cause it to be addictive? What are some of the "big hooks" in gameplay that make a game something that keeps people coming back. I'm not talking about vague ideas like "replayability" but specifics.. Here's a few off the top of my head. Obviously a game doesnt have to have all of these to be addictive but I think most of the games out there like EverQuest, Counter-Strike (article) , Diablo2 etc share some of these attributes.

- Reward system. (Through exp points, character attributes, etc) - Large scale jumps in tempo and penalties/rewards. Big "swings" - Customization options of your character(s). - Coveted items/weapons that are difficult to find. - Online multiplayer capable
There are tons and tons of other things too. But then there is StarCraft out in Korea. Any clues on exactly what is so addictive about that game in particular? I heard somewhere that like 75% of people ages 18-30 in Korea are familiar with the game. Nuts! What do you think? Does this bother you?




Comments

82 Threads | 255 Comments
  • Many people are drawn to the promise of ever more 'status' in the game. The most explicit way to incorporate status is through things like experience points. Other players can see your status and it gives you bragging rights. An (or the most) important goal in such a game is to gain experience points; it is what drives the game.
    This is fine untill you get to the point when no more points can be gained: you have arrived at the end of the rainbow and nothing is there. As many MMORPG (UO) players do testify: "it's not worth it".

    In a game such as quake, status is also important but it depends entirely on player skill (aside from ping, framerate and such..). There is no hard limit to skill; you never reach the end of the rainbow. You can reach a practical limit of your own skill but that's life: there's always someone better than you.











  • Each path along the mission map has an associated value. When completing this level (or game) you are assigned a login/password (value?) for that path. This lets you log into a webpage for the game and open an area that can display all the maps, and missions you played, and missed during the level/game. This gives the players something to look forward too (a goal aside from ‘completing the gameÂ’). You can also have a score upload section that the player can use to rank himself against others who played the same/different path. The mission map on the webpage will detail the secrets, and weapons missed during the game, so the player gets to go back to mission2 and fail it (ie: not complete all goals. With mission2 that might be, not destroying all guard posts, sensory equipment). Players can also access a msg/chatboard with other players who have completed similar parts of the level/game, and also get to talk to those that have finished different missions. We donÂ’t want to make it easy for people to get from mission to mission. We want players to have to think a bit.
    Mike- ‘how did you get to mission 7? I’ve tried everything.’
    Jack- ‘I don’t know, did you destroy all 6 sensors?’
    Mike- ‘oh, I only got 5, thanxx dude.’
    Mike leaves
    Jack- ‘maybe I should have told him about that side entrance too?’
    *** this gives the player some 'respect' or ranking in the online world. you get to hang out with all the other veterans. hehe...
    could be a good addition? maybe diabloIII will have a better multiplayer setup section, with specific chat areas like this?

    rad.
    i like the little goals.



  • I don't know about you guys, but I've recently become addicted to Subspace again. Yea, that lil 2d space game that came out 4 years ago .. and now that it's free .. I play at least a couple hours a day. Most of the game modes suck .. but Trenchwars is pretty amazing, where each ship has a specialty, and everyone has to work together to capture & hold the base.

    Going back to the 'good book' theory, I play this because it reminds me of Star Control 1 & 2 .. 2 games that I wasted much of my younger life playing. They're really simple to play, but hard to master .. and i find the same true for subspace. I'll never get the feeling I had from Star Control originally, but i somehow tap into a portion of that when i play similar games. Goes the same for books .. one will completely floor you, and you'll read another of that genre just so you can continue/respark old feelings.

    Being an original Commodore64 gamer, I get this alot :)


  • If we could understand what made a game great we might just get tired of them since the formula could get exploited all too much.

    For me a great game is simple, time consuming, multiplay and whatever feeds my ego like MOO2. I love beating up other creatures then blowing up the planets. HAHA.

    Now the best games are ones I can play with my friends. Where I can taunt them beat them or get smacked hard by them.

    Stat games like CS get me mad I should not be playing for numbers but for fun. Why should getting more frags then deaths be better than going 0:99? Games are not about winning in my mind. If that is how you think of games then you have no idea how to have fun. When I was a kid losing in tag did not mean I had no fun or losing in dogde ball just teh act of playing was great now stupid weak parents ban dodge ball.





  • A good game = a good book.

    What made me play Half-life so many times? Why is Starcraft cool? Why is Diablo II the same? What was the only thing I liked about Daikatana? It played like reading a book. You might argue that Doom had no story, but it did. Serious Sam was the same. It was loosely written, maybe like a "easy reader" for kids, but it was there.

    If a game is presented and done right, metaphorically speaking "written by a master like Steven King," it sucks me in. If it's a good "book" then it deserves to be re-read.

















  • super metroid

    i was enslaved to this game for an entire week. everything is balanced just right... the sunken ship and mardia are the two most immersive "levels" i've ever played in a video game... and the abilities you learn as you go along (space jump, super bombs, etc) allow you to reach more and more new areas.

    the setting... the world feels so "alone." as if you're the last thing standing between the galaxy and the space pirates. you're on their home turf, and the music takes advantage of that... slow... creepy...

    and the story... it never said a word, did it all ingame... and was incredible. i won't spoil it for anyone who hasn't played it, but damn... fucking incredible.

    replayability... the faster you beat it, the more of her space suit that samus takes off after the credits. a winnar if i ever heard one. ^_^

    (and you can save that ostrich thing and her babies on the way out when the planet's exploding... hidden endings = cool)


  • QuakeWorld was the cash for several reasons. I think many shackers would agree with me when i say the biggest reason was that it rewarded GUTS. By not showing # of deaths in the scoreboard, ppl didnt give a shit about dying, which meant NO_CAMPING. How many campers did you see in 2fort4? They got 0wned with d33z pipe bombs if they were camping, and didnt do it again. I dont see any game today that gives the sheer adrenaline burst that quakeworld gave me. Must.. kill... only 20 mins to rack up 100 kills....

    That was gaming. I would get up after 2 hours and almost fall to the floor i'd be so dizzy from non stop sounds of HWGuys, detpacks, and snipers, and today, the most excitement i get is pointing out that 4 headshots in a row with the AK 47 probably is a bunch of bulls@)t.

    Quake14eva
    -nick

    I still have quake1 full version with tf if anyone wants to play with me icq 1058210 :)