Baughn comments on Memetic Hazards in Videogames - Less Wrong

73 Post author: jimrandomh 10 September 2010 02:22AM

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Comment author: mattnewport 10 September 2010 05:36:17PM *  14 points [-]

Games often fall into the trap of optimizing for addictiveness which is not quite the same thing as pleasure. Jonathan Blow has talked about this and I think there is a lot of merit in his arguments:

He clarified, "I’m not saying [rewards are] bad, I’m saying you can divide them into two categories – some are like foods that are naturally beneficial and can increase your life, but some are like drugs."

Continued Blow, "As game designers, we don’t know how to make food, so we resort to drugs all the time. It shows in the discontent at the state of games – Radosh wanted food, but Halo 3 was just giving him cheap drugs."

...

Blow believes that according to WoW, the game's rules are its meaning of life. "The meaning of life in WoW is you’re some schmo that doesn’t have anything better to do than sit around pressing a button and killing imaginary monsters," he explained. "It doesn’t matter if you’re smart or how adept you are, it’s just how much time you sink in. You don’t need to do anything exceptional, you just need to run the treadmill like everyone else."

I work in the games industry and I see this pattern at work a lot from many designers.

Comment author: Baughn 10 September 2010 07:34:25PM 0 points [-]

Where do visual novels such as Ever17 fit on this scale? Do you count them as games at all?

Comment author: mattnewport 10 September 2010 08:32:18PM *  1 point [-]

I'd never heard of Every17. Based on the description on Wikipedia I'd say it's borderline whether it qualifies as a game. I'm not sure it meets the minimum level of interactivity required. Non-game entertainment can fall into the same trap of addictiveness vs. pleasure however, some TV for example.