tag:blogger.com,1999:blog-11214809.post7787354794258472947..comments2021-04-03T07:11:36.847-04:00Comments on Wanderings of the Meandering Mind: Gaming TheoryMatoushinhttp://www.blogger.com/profile/03718386005726390542noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-11214809.post-54492811455263469062010-02-04T16:24:02.339-05:002010-02-04T16:24:02.339-05:00Yeah 360 Trooper is right - it's all about bal...Yeah 360 Trooper is right - it's all about balancing the gameplay so that it is inherently fun, challenging, and entertaining. If it's just frustrating or bad, you're simply motivating the player not to play, and to just push the button. <br /><br />of course, part of the experiment could be to alter the variables with the goal to determine which gameplay elements result in a game that is so inherently fun to play that you wait as long as possible to push the button.<br /><br />Elements such as story, characters, etc could also alter the desire to push the button or not. Definitely a very interesting idea. When can I play it?Scotthttps://www.blogger.com/profile/10623206720011365898noreply@blogger.comtag:blogger.com,1999:blog-11214809.post-3017561819938941112010-02-04T16:12:55.984-05:002010-02-04T16:12:55.984-05:00Interesting idea. The problem is that it would be...Interesting idea. The problem is that it would be too tempting for the designer to create a ball bustingly hard game (ala I Wanna Be The Guy), effectively turning the game into an endurance trial rather than a sociological experiment. If the game is fair (even hard in a fair way) then it might work. But having a "win the game" button is an invitation for the designer to turn this into a test of one's masochistic tendencies.<br /><br />Or you could just play an Alliance paladin in WoW before the next expansion. They tend to get "Win the game" buttons around that time.360 Trooperhttps://www.blogger.com/profile/10739144100276821672noreply@blogger.com