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.
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.
ReplyDeletehttp://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.
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.
DeleteI 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!
ReplyDeleteRight! 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.
DeleteIt'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!)
ReplyDeleteThe 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...
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.
Delete