tag:blogger.com,1999:blog-7801344413612447717.post1742901437868678810..comments2024-01-18T16:20:09.743+01:00Comments on Nils' Blog: Annoyance and Anticipation of FunNilshttp://www.blogger.com/profile/06468755466492675831noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7801344413612447717.post-67666680304199037812010-09-28T15:06:55.755+02:002010-09-28T15:06:55.755+02:00I agree. I do not think that Blizzard thought abou...I agree. I do not think that Blizzard thought about the long term consequences on the mindset of players before they implemented some of the bigger changes during the last few years.<br /><br />Since we now know that a MMORPG consists of rewards and activities that lead to the rewards, the big question would be what kind of properties these activities must have to be fun ?<br /><br />For we all agree that some activities that lead to rewards, are not fun, even though there is reason enough to anticipate the reward.<br /><br />Out of the top of my head:<br /><br />- The rewards need to be meaningful (whatever that means :)<br /><br />- The rewards need to be feasible. i.e. there needs to be a credible chance to size the reward.<br /><br />- The activity should feel like a natural given. Here is a connection to immersion/consistency/credibility.<br /><br />- The psychological concept of flow plays a role.<br /><br />- The role of good gameplay, e.g. skill rotations?<br /><br />- The role of 'challenge' ?<br /><br />- How to avoid an activity to feel 'annoying'.<br /><br />- The role of "concentrated coolness"?<br /><br />- ...<br /><br />Perhaps that is going to be another blog entry. ;)Nilshttps://www.blogger.com/profile/06468755466492675831noreply@blogger.comtag:blogger.com,1999:blog-7801344413612447717.post-37039861596104301512010-09-28T14:30:00.784+02:002010-09-28T14:30:00.784+02:00"that feeling of natural order is gone"-..."that feeling of natural order is gone"-<br /><br />that's very true, I tried to refer to this in my article by saying that you cannot turn back the wheel of time. it's a very tricky factor, in WoW for example the only one that could change the min/maxing mindset of the playerbase is probably blizzard themselves, via very radical changes. but obviously that isnt realistic.<br /><br />also in reference to your endeavor to sum up activities that make the reward at the end 'fun': I think the element of overcoming hardships is kinda crucial there. linked to that is the big question of how you constitute hardship and where the fine line is between true challenge vs. the "virtue of suffering" in games.Sylhttps://www.blogger.com/profile/04473554645340972749noreply@blogger.com