Posted May 19, 2019
Seriously, as of late we all know that designers of slotting machines have been called to help design mobile apps. Principles of addictive design are taken into account there.
As of late, I am wondering it that thrend might arrive or have arrive to some PC games? Applied to strategy games, it might go mainly in the interfaces, applying very short but still artificial delays when receving a reward, etcetera.
Civilization was famous for the "just one more turn" feeling, but maybe they are adding/might add more to that, artificially?
By "artificially", I mean design characteristics that are focused to "hook" the player BUT without ever giving a feeling of accomplishment or fulfillment. Instead, nudging the player to go on and on dronely, in the way of some mobile games.
Surely there are lines between designing a game to be appealing and adding design features that add little to gameplay but intend to manipulate the player into going on and on (at least, for a while).
Just wondering if you ever noticed anything like this as of late (with new games).
As of late, I am wondering it that thrend might arrive or have arrive to some PC games? Applied to strategy games, it might go mainly in the interfaces, applying very short but still artificial delays when receving a reward, etcetera.
Civilization was famous for the "just one more turn" feeling, but maybe they are adding/might add more to that, artificially?
By "artificially", I mean design characteristics that are focused to "hook" the player BUT without ever giving a feeling of accomplishment or fulfillment. Instead, nudging the player to go on and on dronely, in the way of some mobile games.
Surely there are lines between designing a game to be appealing and adding design features that add little to gameplay but intend to manipulate the player into going on and on (at least, for a while).
Just wondering if you ever noticed anything like this as of late (with new games).