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Feb 2, 2019 at 22:33 vote accept Daniel Kaplan
Jan 30, 2019 at 16:51 comment added DaveMongoose Think of variable-rate rewards (like loot drops) as being the equivalent of playing the lottery, and fixed-rate rewards (like levelling up) as having a day job. Playing the lottery might be more exciting, but if that's your only source of income (representing game progress, in the analogy) then a long losing streak will leave a sour taste.
Jan 29, 2019 at 0:30 comment added Abion47 @DanielKaplan Variable ratio reward mechanics scratch the itch for people to want to risk and gamble. Not all people have that itch. (In fact, I would wager that most people will repeatedly come back to a game because of predictable and quantifiable long-term progression, not because of random-chance rewards.) Of course, most widely popular games utilize both mechanics, both on their own and in conjunction with each other. (e.g. Final Fantasy has a level progression system but also has monster drops, incentivizing both long-term leveling goals and random spikes of "oh cool" moments.)
Jan 28, 2019 at 18:28 comment added DMGregory @DanielKaplan there's no contradiction here. Yes, a variable ratio reward is reliably compelling. No, it's not the only way to motivate a player, nor the only one worth using. Beware of any model of human behaviour that tries to distill it down to just one rule - we all know people are more complicated than that. You can get a human engaged in variable ratio activities like slot machines, but usually not for a very long time - there's other stuff we care about doing too! By diversifying the motivational strategies we use, we make the game more robust to fatigue of any one motivation loop.
Jan 28, 2019 at 18:07 comment added DMGregory @user3482749 I dunno about that - sometimes it is! Lots of games succeed by creating regular habits of play. But there are multiple ways to encourage players to keep playing & returning to our games. If we only target one kind of motivation, we're leaving money on the table from players we might have been able to engage for longer / in other ways. ;) (That said, please use this power responsibly! We can use motivation to make our games feel great to play & return to, and to cultivate a community around the game. But it can also be used to exploit players - something we want to avoid)
Jan 28, 2019 at 17:40 comment added user3482749 @DanielKaplan Because the objective isn't to make an addictive game.
Jan 28, 2019 at 17:14 history edited DMGregory CC BY-SA 4.0
Adding note on gear score leveling
Jan 28, 2019 at 12:13 comment added Draco18s no longer trusts SE Also, experience reward amounts can be random in some cases. The variance might be low, but that still qualifies.
Jan 28, 2019 at 7:28 comment added VLAZ @DanielKaplan I don't play slot machines. There is no draw for me - I might win or I might lose - there is no middle state. Yet slot machines are exceptionally popular else they wouldn't be around. The fact that I don't like them doesn't mean somebody else shouldn't, either. At the same time, I really like playing games like Diablo or Path of Exile or Warframe - there is a high amount of chance in drops that is not unlike a slot machine but you also have other kinds of guaranteed progress that draw me in. But for others, those might take too much time. Both are correct.
Jan 28, 2019 at 6:50 comment added Engineer @DanielKaplan It's a matter of looking at the reality of the industry as opposed to taking someone's theory as ultimate truth. Industry shows that if you're going to sit in front of a screen for a reasonably long time, you want some guarantee that your expectations of advancement will be fulfilled. Demands on people's time are increasingly manifold - this is also why simpler games have become very common. This answer is spot on.
Jan 28, 2019 at 5:16 comment added Daniel Kaplan This is a great response, but there's something I still don't understand: Why not make everything variable ratio rewards. The article says most SPECIES find it irresistible (not just most humans). It seems to contradict what you said here: "since every player is a multifaceted human being with a variety of interests & needs."
Jan 28, 2019 at 3:24 history answered DMGregory CC BY-SA 4.0