Thursday, February 13, 2014

What Makes Games Addictive

I remember when we talked about what we want to learn in Game Design class, someone said ‘how to make games addictive’ while another asked ‘how to make games not addictive’. Being addictive to video games is a common phenomenon and mostly it was discussed as a negative part of games. But as game designers, in order to make our games more engaging or popular, sometimes we do need to make our design kind of addictive. So today I’ll talk about what makes games addictive.

First of all, social features make games addictive. When I say social features, I mean interactions between various players and anything that helps building relationships with others. Not only in MMO games, but also in many small games on network tools such as Facebook or mobiles, social features play an important role. In my last blog, I shared the reasons why I love playing computer games. The most motioned reason in replies is about social connections. Games do help shorten the distances between different people. Do you have a bunch of request from your friends sent through social games when you log in Facebook? If you ever played an MMORPG, do you enjoy leveling up or going through instances (PVE) grouped with other players? Even when you are playing MOBA, do you like teaming up with your friends and fighting against another real people who are on the same level as you are? I always think that MMORPG was the most massively engaging genre of video games. Now with the sensation of League of Legends, it kind of becomes the most popular games. And the things they have in common are having real people players as teammates and having real people players as opponents (PVP in MMORPG). Needless to say, how teaming up plays its role in drawing people together again and again. PVP mode is interesting, because real person players are definitely more fun and challenging to beat comparing with AI. Also, I think when playing with other players, it simply makes you feel safe because you think you are doing something the same with other people, so it should be a good or right thing. To sum up, I think social features are the most important thing that makes a game addictive.

Second, operations of a game can make it addictive. People like gatherable things. A typical example of this is simulation games. Are you attracted by the fancy particle effects and vivid small animations of the ripe crops or collectable coins after a task is completed? Can you simply leave them there and try to never tap to gather when you see them? I can’t. Because the animations and glow are so distracting if I try to neglect them so I can’t help gathering them. This happens in other games too, let’s say MMORPG. My boyfriend is a programmer. Once he complained to me, that the game designer was asking him to change the mail system again by insisting on adding the function of letting player go to the mail guy, have a conversation with him and collect the attachments in every mail by hand. Yeah, that’s true. People just like collecting things with their own hands because this adds to the sense of receiving. When I started playing a SIM game, CastleVille last night, I found that I can keep on tapping here and there without any stop for the first 30 minutes (the true time might be longer, because another thing why this kind of games are addictive is that you don’t even notice it’s so time consuming.) and it was when I reached level 7, I first feel I need to stop and wait for something and come check it again. When I play games, I would like to follow the flow and feel the way I was lead or influenced by the game. Not everyone who plays SIM games does like me, but it still reflect some problems. So the interactive of some games are exactly designed to make it addicting. And to some degree, they are good design.

Adorable animations make games more addictive. Similarly to the gatherable things, they simply control you to check the game all the time. If you ever played Sims Free Play or Hay Day, do you feel guilty when you log in the game your characters are starving to die owing to your poor upbringing? Some people do feel that way and can’t help making up for that and start doing a sequence of operations.

Fast paced gameplay makes a game addictive. Remember in the Lightning Round in BVW (Building Virtual Worlds, a course for the ETC students in first semester), we are asked to make a game that focuses on a simple mechanic and creates a fast and addictive experience. Then we have a game based on Tetris, a game called Sum-O-Drums which allows four players controlling two characters doing sumo wrestling against each other, etc. Those games are really exciting and addictive. Once you start playing, you don’t know when you can drop them. Another example is Flappy Bird. As you may know, this game just quickly became an overnight sensation as it climbed to the top free app in App Store and Google Play last week. Players do report that they want to smash their phones or tablets after playing a few minutes. But at the same time, they can’t stop playing it. Because this game is super hard and you always think you can do better after a few more trials.

Last but not the least, the fluent flow or stories of a game make it more addictive. This happens very often in story based games, such as RPG or AVG (adventure games). When I start play an RPG, I don’t quite identify the avatar as myself at the very beginning. And I don’t feel the immersion of the game, and don’t really care what happens to this game world. But as the story goes, the sense of identification grows stronger and stronger, I turn out can’t wait to accept each challenge, beat the boss, go through the dungeon, touch the truth and finish the game in one breath. This is because the story is closely organized by the writer and you think you need to do it now! I used to read a book about game design. In that book, it said ‘The story of a game is actually fixed, but a good game can successfully make you feel that you are the only hero who can save the world, just with the sword in your hand, and if you DON’T do that NOW, some tremendous tragedies will definitely happen.’ Remember you already build the connection between yourself and the character in the game? Then it’s natural to be addicted to the game and can’t stop playing. If it’s a long game, even there’s ‘Chapter 1’ or ‘Act 2’, still you can hardly get out of the game sometime. Because there are dialogues, quests, check points, dungeons, cut-scenes coming after one another. Everything just comes so fluently without leaving you any chance to quit and take a breath.


Above are the top five things that I think make games addictive. Other elements that contribute to addiction of video games can be the level-up system, the unyielding spirits of players and so on. However being addictive to games is not a good thing. What we can do is to use our tastes to choose what we love and use our eyes to judge what we see. Hope this helps you design or understand games. Thanks for reading.

6 comments:

  1. When looking at addicting games, it's often good to look at the most basic of each of the elements as well. Take Cookie Clicker.

    http://orteil.dashnet.org/cookieclicker/

    It's a collecting game at its finest. It has almost no other elements except collection. The goal of the game is to just keep collecting. The only interactions are to directly collect, or to purchase things that speed up collection. That's all there is to it.

    A book is the simplest example of story to create addiction. It has none of the elements of the other four.

    By building a game up from building blocks like these, you can mix and combine the various addictive qualities to create even more addictive experiences as long as you don't lose the fundamental qualities of each addictive feature when you combine them.

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    1. Wow this purely clicking (collecting) game reminds me of a story about a guy who enjoyed collecting things but eventually forgot his original goal about collecting. You are right. Combining some addictive elements do help create addictive games. But maybe having only one element doesn't make a game addictive or fun enough.

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  2. I was thinking maybe one of the reason people are collecting coins are because they like the feeling spending them. But that again, goes back to collecting new stuffs. People just like the sense of possession, I guess. I can't agree you more, Haley!

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    1. Right! I personally like spending money so much, even virtual coins. When I play simulation games, sometimes I can't stop buying things from other players. I believe girls really love spending money.

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  3. It's interesting that you're exploring this field, Haley, because it's something that's very close to my heart. I feel that as game designers, our primary goal is to ensure that whatever product we make, that it's engaging to the player in some sense, before anything else. There are many ways to be engaging, of course, one of which is to make an addictive experience (I have been playing with a few principles I've learnt so far), but there are also other ways to get people invested, and one of the things that linear mediums such as novels and film do very well is to get you drawn so deeply into the universe such that you want to resolve the conflicts and bring things to an equilibrium. (like exciting stories! we want to finish exciting stories!)

    The previous commenter's notes on cookie clicker are valid too; sometimes we just want to see a number go up. Sometimes we want to compare those numbers with other people (leaderboards); sometimes we just want to own a sense of progression (customize a village, level up, gain new skills); sometimes we want to find new things to discover to do (introducing new mechanics in a game, subvertin expectation)...

    the beautiful thing about our field is, I on't think there's just one answer why we are able to create fun, or addiction, or value. I love our field. As long as people continue to want experiences, we as game / experience designers will continue to keep inventing new ways to draw them in...

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    1. I can't agree more. The possibility of creating things that many people love to be engaged in makes it so meaningful. After seeing your comment, I think merely knowing how to make games addictive and how to design enjoyable experiences is not the end, maybe we should try thinking how to design games that influence people's life. Knowing how to do is just the tool, knowing how to use the tool is more exciting.

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