Designing for happiness

edited in General
I read this article: http://www.gamasutra.com/view/feature/3675/the_pursuit_of_games_designing_.php?print=1

I'm not sure his conclusions are the greatest, and making the happiness vs fun distinction is maybe a bit counter productive, designers usually talk about different types of fun, and what he describes as happiness is usually one of them (or a combination of them). e.g. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf

But the topic, and what he's trying to figure out, is really interesting.

In particular I found this kind of fascinating:
"Big gory deaths in your typical FPS stimulate the nucleus accumbens, the part of our brain that gives us dopamine-powered orgasms, and it also happens to be activated by the anticipation of pleasure. Stimulating it can prime players into accepting more risk. "

I love the idea of the anticipation of pleasure. I think that's a really interesting thing to design for.

I mean, the key is making the reward seem desireable, and making it possible to plan for that reward, but also providing a space from which to reflect on that reward. I guess it's also about setting goals that the player can expect.

And for me this explains why players are willing to wait around in stealth games instead of getting bored... their brains are filling with dopamine in the anticipation of beating the puzzle.

And it also explains Peggle :)

I often tell people during game prototyping (including myself) it's not a game until it has a victory condition. This is true semantically, but maybe, in some circumstances, designing for the anticipation of pleasure is a better goal.

What do you think? (Any other thoughts triggered by the article?)

Comments

  • More than anything, this makes me think about why people play MMO's. Especially the division between happiness and fun and how they are not mutually inclusive. I'm not the biggest MMO fan, but did enjoy a month or two of playing Warhammer Online. The thing is, looking back at it, I didn't enjoy it half as much as something like Darksiders (on which I spent a lot less time) but I played it because I like the content material. And this is despite being constantly irritated by having to grind - which is the main reason I don't like MMO's. Grinding however is one of the main reasons people get addicted to MMO's, being a simple (yet repetitive) way of achieving something, albeit in-game. Comes back to the anticipation he mentions I guess, as you know that if you kill 20 mobs you know will level up. It's guaranteed.
  • From absolutely fantastic talk about the differences between animals and humans:

    http://fora.tv/2011/02/15/Robert_Sapolsky_Are_Humans_Just_Another_Primate

    Go to chapter 8 from the chapter selection, the chapter on gratification and anticipation. Enjoy! :)
    Thanked by 1EvanGreenwood
  • This reminds me of an interesting article I stumbled upon the other day, dealing with the difference between horror and the expectation of horror. Many times the dread of running around expecting something to happen, letting that build, becomes worse than when the actual scare arrives.

    This also in a way ties to fun and pleasure (as with the FPS example) horror activates another area of pleasure in the brain. That aside now, it explains why certain games that focuses more on this expectation ends up being much scarier than others that constantly throws the player with scares and gore.
  • Latching on to what @adonais said. In the 2005 film, Boogeyman, the one thing they did superbly was to build suspense (like all shock films do) but when the time came to actually unveil the horror you had been expecting, there would be nothing. They did an excellent job of timing the scares so precisely that just when you thought nothing would happen, something or another would jump out of a closet and scare you senseless.
  • Reminds me of playing Quake I when it first came out. Every time one of those imps jumped out at you.
  • @BlackShipsFilltheSky: Nothing explains Peggle.
    Thanked by 1EvanGreenwood
  • edited
    @Adonais If you can figure out the link to that article, and it doesn't take long or anything. I'd love to read it!

    @bigbadwofl You have a sharp wit sir!
  • You'll notice that many games give you some early, easy, victory. This has to do with later anticipation ;) If you know that victory is achievable through certain goals, and then the goals get harder to achieve, you do start to anticipate the pleasure of victory.
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