Rynx Sinfar
Subdreddit Test Alliance Please Ignore
762
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Posted - 2013.06.03 14:19:00 -
[1] - Quote
People play for lots of reasons. "Play" is highly interpretive. People also make their own games.
I might go pistol only for a few games. or see what I can do with a forge gun in CQC. In my own way I have now altered the game I play.
In the same way some people do play for the SP, or the ISK, or the fun, or the metagame. Also some people play to grief. Agents of chaos.
However the psychological sciences behind feeling rewarded are a bit weird. Having two bars going up and showing you how much you got probably has an intended psychological effect. In the same way that greyed out bar showing how much SP you COULD have gotten is interpreted by our brains as Loss, not "potential gain". This was likely done on purpose.
The fact is you could claim "Play for fun!", but in reality the pleasure you derive from that may be just as strong as someone who sees their "SP" go up from victory. Neither is better than the other, and the SP one shouldn't be ignored for the sake of others. Instead you have to balance those wanting numbers to get bigger, those wanting to cause mischief, those wanting to just play, those wanting community interaction, and those who want to just play for a week and give up. They are all potential customers with equal rights to "enjoy the game" from a philosophy standpoint.
That being said you target the most cost effective audience. Thus you have what we have. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
765
|
Posted - 2013.06.03 14:52:00 -
[2] - Quote
Kitten Empress wrote:Rynx Sinfar wrote:People play for lots of reasons. "Play" is highly interpretive. People also make their own games.
I might go pistol only for a few games. or see what I can do with a forge gun in CQC. In my own way I have now altered the game I play.
In the same way some people do play for the SP, or the ISK, or the fun, or the metagame. Also some people play to grief. Agents of chaos.
However the psychological sciences behind feeling rewarded are a bit weird. Having two bars going up and showing you how much you got probably has an intended psychological effect. In the same way that greyed out bar showing how much SP you COULD have gotten is interpreted by our brains as Loss, not "potential gain". This was likely done on purpose.
The fact is you could claim "Play for fun!", but in reality the pleasure you derive from that may be just as strong as someone who sees their "SP" go up from victory. Neither is better than the other, and the SP one shouldn't be ignored for the sake of others. Instead you have to balance those wanting numbers to get bigger, those wanting to cause mischief, those wanting to just play, those wanting community interaction, and those who want to just play for a week and give up. They are all potential customers with equal rights to "enjoy the game" from a philosophy standpoint.
That being said you target the most cost effective audience. Thus you have what we have. The problem is that this is why AFK camping exists in the first place. They want to see numbers grow, but they don't want to play a game that isn't up to snuff.
The solution isn't in taking away proper player's joy though. The point also isn't to just solve the current issue. They need to prevent future abuse. Just stopping what is occuring now might help things, but they need to prevent what will happen after. If you make a bare minimum then people will find the fastest way to hit bare minimum quickly. If you monitor for movement they'll use rubber bands to run in circles.
In actuallity this kind of behavior is terribly common. Whether called Powerleveling in MMOs, or "ratting" I think it is called in EvE. The only difference in this game is that behavior leaves a hole that needs filled because participation is limited. In the same way you wouldn't PL in a "dungeon raid" or etc. |