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Questions tagged [psychology]

The study of mental functions and behaviors.

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3 votes
2 answers

How do you effectively induce "berserk" player behaviour?

I have recently been wondering, how can you "induce player behaviour" in a video game An example of what I am thinking of is when a player uses an ability like "rage" or "...
AussieNote's user avatar
15 votes
3 answers

How to make the player feel like giving up?

I am planning a game that has a level that is a confusing and illogical maze, and I want to make the player feel like giving up, but not so intense that they want to quit the game. Also, I'm probably ...
thirteen's user avatar
  • 188
2 votes
3 answers

Why do so many games use non-linear leveling systems (each level taking more XP than the last)?

I see it all the time, in RPGs, FPSs, and more. I never see it talked about though. If level represents prestige, why is a linear progression not used? You can't easily determine somebody's experience ...
addiment's user avatar
2 votes
1 answer

How to administer Bartle taxonomy of players survey

I made a game where I want to check how players act depending on the type of used minimap (minimal vs. path to next task is drawn etc). I came across the Bartle taxonomy of player types for this ...
Rolfant90's user avatar
2 votes
2 answers

How to make fighting roster actually fair and FEEL fair?

I plan on creating a fighting game in the future, and I'm wondering how to make a roster functionally fair, and feel fair. You see, Super Smash Brothers Ultimate is functionally fair (I think), but at ...
user avatar
1 vote
0 answers

Has there been any research done on ideal values for loot drop tables?

I doubt many people want to grind for an item that has a 0.00001% chance to drop from a boss that takes 30 minutes to kill. I'd imagine there are certain factors that play into how rare an item should ...
John's user avatar
  • 119
2 votes
1 answer

Psychology of pixelated lighting [closed]

The situation The game I'm working on has a 16-bit inspired art theme. It's consistency is relatively relaxed. (i.e. pixels don't have to line up.) Since it has a slightly dark theme, I decided to ...
Graviton's user avatar
  • 125
1 vote
2 answers

Bartle taxonomy formula

Anyone knows the formula inside the Bartle Test of players taxonomy? I need to do the test, but I need the weight of each question to make something more accurate and trustworthy to the real test... ...
Aly's user avatar
  • 13
17 votes
3 answers

How do you handle loss aversion in probability-based games?

The psychological phenomenon of loss aversion refers to how players feel losses twice as powerfully as victories. For example, Bite Fight's PvP is a simulation based on probabilities related on ...
Tasos's user avatar
  • 571
5 votes
4 answers

How do I make players believe they're doing something wrong even when they're not?

You're doing it right. …right? In the game Cart Life, you are led to consider this, even though you are doing fine. This effect is created by making you do mundane jobs, earn little money, and have ...
user avatar
2 votes
1 answer

Why do games like Guild Wars 2 and Clash of Clans require you to manually collect loot?

For example, in world vs world in Guild Wars 2, enemies drop bags that you have to manually collect. Then you have to manually open the bag which may contain other bags that you have to open. In ...
Jason's user avatar
  • 221
1 vote
2 answers

When do you give in-game advice? [duplicate]

I'm interested in the process of automatically generating advice when a player is consistently struggling through parts of a game. Suppose I already know what advice I want to generate (e.g., "Press ...
Matt's user avatar
  • 111
10 votes
6 answers

Why would one have "waves" in each stage of a tower defense game?

For example, in Plants vs Zombies, the zombies come in waves. If I recall, there's always at least two waves. The first and easier wave and then when you get 90% through the stage there's a "final ...
Daniel Kaplan's user avatar
89 votes
8 answers

Why do loot drops contain (mostly) useless items?

I was thinking about this and couldn't figure this out. In Diablo you kill enemies and they drop random things. But usually the drops are worthless to you relative to what you already have equipped. ...
Daniel Kaplan's user avatar
0 votes
2 answers

Sparsely distributed locked levels?

I want to include some locked levels in my puzzle app as a lightweight reward system. The levels play relatively quickly (average 1-min/level) and there are 100-200 levels in a pack. I prefer not to ...
Electro-Bunny's user avatar
4 votes
2 answers

Scoring and purchased hints?

Curious about how developers approach the use of purchased hints and scoring. Context: I have a puzzle app that allows users to incrementally reveal an optimal solution via purchased hints. They ...
Electro-Bunny's user avatar
1 vote
3 answers

Reward volatility of League of Legends matchmaking system

According to this article in league of legends matchmaking there's an average of 50/50 chances of winning or loosing a game based on how system ranks a specific account (player skill). However this ...
Denys S.'s user avatar
  • 163
3 votes
2 answers

RPG and human psychology

Is there any book or article that describe interaction of RPG elements and human psychology? For example: what will be more popular and attracting for people - linear function of experience per level ...
Rustam's user avatar
  • 211
3 votes
4 answers

“Play Now” via website vs. download & install

I've spent some time looking over the various threads here on GDSE and also on the regular Stackoverflow site, and while I saw a lot of posts and threads regarding various engines that could be used ...
Inside's user avatar
  • 41
4 votes
3 answers

Will making players pay a virtual currency before entering a match discourage them from playing?

I'm making a multiplayer match-making game, and by my current design, people will need to pay a small fee before joining a match. At the end of the match, the team that won will get the money. That ...
jcora's user avatar
  • 7,887