|
Your donations keep RPGWatch running!
Diablo 3 - The Ultimate Pavlovian Mechanism
October 26th, 2014, 23:03
Indy Zoeller of Unreality Mag posted a new article for Diablo 3 that calls the game,"The Ultimate Pavlovian Mechanism". Here is a sample to get you all started.
I was a little hesitant to pick up Diablo III for my console – I’d played the first two games on a PC, and I had trouble seeing how some of the finer points of using skills would transfer over – but it turned out to be loads of fun. Great interface, good pace, really fun skill progression/modification/customization.More information.
Of course I was aware of the slightly insane logic of games like this: fight monsters that drop items that make your character more powerful, so you can fight harder monsters that drop better items that make your character even more powerful, so you can… fight harder monsters. I’m sure there’s a word for it. Pretty much any inventory-based RPG has this mechanic working to some extent. And it’s certainly not a problem on its own – after all, with games like this, it’s about the journey, not the destination.
But the more I played Diablo III, the more I was slightly disturbed at how incredibly slick it all felt. From the visible experience bar (just a liiiiiitle further) and the way your character lights up when you make a Paragon level, to the aesthetically pleasing orange column of light and special, unique sound that plays when a legendary item drops, the more I played, the more I felt like the game was playing me.
--
“Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.”
“Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.”
October 26th, 2014, 23:03
Yes, Psychology.
I expect in ca. 10-20 years in the future some regularing mechanism to limit addiction - similar to what is currently going on for cigarettes - which are or can be addictive, too.
Some time ago there was that article on Gamasutra on the Ethics of Gambling -
Gambling in terms of packs you can buy in online games which has an "surprise" element connected to them. The so-called "mystery packs" or how they are called.
These games which you play to get an *legendary* item are like gambling, too.
Because you never know when you'll get El Gordo.
I expect in ca. 10-20 years in the future some regularing mechanism to limit addiction - similar to what is currently going on for cigarettes - which are or can be addictive, too.
Some time ago there was that article on Gamasutra on the Ethics of Gambling -
Gambling in terms of packs you can buy in online games which has an "surprise" element connected to them. The so-called "mystery packs" or how they are called.
These games which you play to get an *legendary* item are like gambling, too.
Because you never know when you'll get El Gordo.
--
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction." (E.F.Schumacher, Economist, Source)
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction." (E.F.Schumacher, Economist, Source)
|
|
All times are GMT +2. The time now is 05:47.
