Posted May 03, 2012
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Elmofongo
It's 2L84U
Registered: Sep 2011
From Puerto Rico
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xyem
Old-ish User
Registered: Sep 2010
From United Kingdom
Posted May 03, 2012
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Wait.. I feel like I've read that somewhere before...
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PoSSeSSeDCoW
Moove on over.
Registered: Jan 2009
From United States
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Elmofongo
It's 2L84U
Registered: Sep 2011
From Puerto Rico
Posted May 03, 2012
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Matchstickman
Man of Bronze
Registered: Jan 2009
From United Kingdom
Posted May 03, 2012
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I guess the publishers/developers think not....
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Elmofongo
It's 2L84U
Registered: Sep 2011
From Puerto Rico
Posted May 03, 2012
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I guess the publishers/developers think not....
Post edited May 03, 2012 by Elmofongo
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PhoenixWright
Ace Attorney
Registered: Oct 2008
From United States
Posted May 03, 2012
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Have a nice role playing day in the game called reallife :)
Post edited May 03, 2012 by PhoenixWright
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PoSSeSSeDCoW
Moove on over.
Registered: Jan 2009
From United States
Posted May 03, 2012
Well, I never was a huge fan of Unreal/Quake/Halo 2 multiplayer. Battlefield 2 does have RPG elements (leveling, unlockable weapons). Counter-Strike is fun but also has RPG elements (getting money for kills which allows you to purchase better guns) so I'm not sure where you're going there.
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Elmofongo
It's 2L84U
Registered: Sep 2011
From Puerto Rico
Posted May 03, 2012
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serpantino
New User
Registered: Feb 2010
From United Kingdom
Posted May 03, 2012
I don't like it in some but it does give the player a feeling of progression. In games like Borderlands it works fairly well and indeed is quite integral to the game, I'd hate not to have it in that game.
Games like Battlefield 3 though, I really don't see any benefit in it... I mean the guns are all meant to be balanced and once you find one you get on with you tend to stick with it so why have them as unlocking, especially the attachments? I'd have been happier if it was purely aesthetical things that unlock as you level such as more indepth character customization, (such as Halo Reach,Rainbow 6 Vegas)
Games like Battlefield 3 though, I really don't see any benefit in it... I mean the guns are all meant to be balanced and once you find one you get on with you tend to stick with it so why have them as unlocking, especially the attachments? I'd have been happier if it was purely aesthetical things that unlock as you level such as more indepth character customization, (such as Halo Reach,Rainbow 6 Vegas)
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Elmofongo
It's 2L84U
Registered: Sep 2011
From Puerto Rico
Posted May 03, 2012
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Games like Battlefield 3 though, I really don't see any benefit in it... I mean the guns are all meant to be balanced and once you find one you get on with you tend to stick with it so why have them as unlocking, especially the attachments? I'd have been happier if it was purely aesthetical things that unlock as you level such as more indepth character customization, (such as Halo Reach,Rainbow 6 Vegas)
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PoSSeSSeDCoW
Moove on over.
Registered: Jan 2009
From United States
Posted May 03, 2012
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Elmofongo
It's 2L84U
Registered: Sep 2011
From Puerto Rico
Posted May 03, 2012
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Post edited May 03, 2012 by Elmofongo
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KyleKatarn
Do your worst
Registered: Mar 2009
From United States
Posted May 04, 2012
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It's frequently used in a slightly less scientific sense in MMO discussions.But MMORPGs were in fact heavily influenced by Behavioral Psych and it's not uncommon to have a Behaviorist consulting on a major project. MMORPGs are,. in fact, purposefully designed to be addictive.
Similar to gambling in casinos. They pump in oxygen, etc give you comps. Well in games, they provide tangible reward systems. The kind that are obvious and fair. The kind that don't exist IRL. The introduction of "RPG elements" by EA and ATVI is based on the likely addictive potential.
I made it to level 47 in Skyrim. One day I started the game and wondered to myself, "Why am I playing this?" The only answer I could come up with was that I had an idea of how I wanted to get to level 50. There weren't any compelling reasons. I turned it off and haven't played it since. That was 4 months ago. There were a few moments of ohhs and ahhs but other than that, the only part I truly enjoyed about the game was the Dark Brotherhood storyline. The same with Oblivion except I liked killing dremora in that game too. In Morrowind and the newest Fallout games, I at least get enjoyment out of exploration. In Skyrim, people can craft better items than the legendary daedric items. This seemed intentional to me to encourage grinding.
I hardly ever hear anyone I know IRL talk about how awesome Skyrim is for story or exploration. They just talk about how uber their character stats are. Most of them were disappointed with how easy and anticlimactic the ending to the main quest was.
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Post edited May 04, 2012 by KyleKatarn
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cioran
Pessimist
Registered: Jul 2009
From United States
Posted May 04, 2012
quote <snipped>
Fair. I see what you're saying and I know a lot of MMO buffs use the term like that, it just annoys me mildly (perhaps more than most) since my Master's thesis was on something related.
All in all though, I don't think Skyrim goes off the rails until the Third Act. I think most people stop playing before that. In truth, I think I'm one of 5 people who actually beat most of TES games.
Still, like I said, it's mostly just the levelling system. Skyrim lacks a lot of hallmarks of the more addictive end of MMOs or even reinforcement you get from other players. The social aspect is lacking at present too, obviously.
MMOs also have other things regarding reinforcement. In SWTOR/WOW light shoots out of your crotch when you level. People you don't know congratulate you. All positive reinforcement - not just from the game but from the community.
I'll give you an example of the "social" aspect of the games is helpful for loss reduction - one the community acts as a solidifying element. Even when you burn out of the game, you're still staying for "the community" which, esp if you're hopelessly addicted to the thing are probably the only people you know besides immediate family. It's the same reason it's hard for a lot of people to quit drugs. Strong negative reinforcement.
There's actually even punishment for failure to play the game for long periods. Ever notice the lack of a pause button? This is intentional and discourages casual play. Console RPGs don't do that. It's because they don't care how long you play.
MMOs have terrible stories and 9/10 involve you killing rats for the first 5 hours. The reason people like them is because, basically, they function like gambling or other similarly addictive (and fun!) activities. There's nothing wrong with them in moderation, obviously, but some people are prone to addiction.
I do play MMOs, and I can stop whenever I want, LOL.
Fair. I see what you're saying and I know a lot of MMO buffs use the term like that, it just annoys me mildly (perhaps more than most) since my Master's thesis was on something related.
All in all though, I don't think Skyrim goes off the rails until the Third Act. I think most people stop playing before that. In truth, I think I'm one of 5 people who actually beat most of TES games.
Still, like I said, it's mostly just the levelling system. Skyrim lacks a lot of hallmarks of the more addictive end of MMOs or even reinforcement you get from other players. The social aspect is lacking at present too, obviously.
MMOs also have other things regarding reinforcement. In SWTOR/WOW light shoots out of your crotch when you level. People you don't know congratulate you. All positive reinforcement - not just from the game but from the community.
I'll give you an example of the "social" aspect of the games is helpful for loss reduction - one the community acts as a solidifying element. Even when you burn out of the game, you're still staying for "the community" which, esp if you're hopelessly addicted to the thing are probably the only people you know besides immediate family. It's the same reason it's hard for a lot of people to quit drugs. Strong negative reinforcement.
There's actually even punishment for failure to play the game for long periods. Ever notice the lack of a pause button? This is intentional and discourages casual play. Console RPGs don't do that. It's because they don't care how long you play.
MMOs have terrible stories and 9/10 involve you killing rats for the first 5 hours. The reason people like them is because, basically, they function like gambling or other similarly addictive (and fun!) activities. There's nothing wrong with them in moderation, obviously, but some people are prone to addiction.
I do play MMOs, and I can stop whenever I want, LOL.
Post edited May 04, 2012 by cioran