@JoeStrout :
Thank you greatly for your quick, yet thoughtful response!
I apologize for the delay in mine. I wanted to take some time to read the Difficulty vs. Accomplishment thread to which you linked, as well as watch the video of your TEDx presentation (which I enjoyed greatly).
Thank you also for the recommendations! I’m currently in the process of reading:
I’ve noted your recommendations and will certainly consider them as part of my next batch!
I’m largely inclined to agree. I’m unusually goal-driven, and as such, my motivations align well with your accomplishment statement.
My most memorable gaming moments, however, are overwhelmingly moments of “discovery”. In the context of Minecraft, I remember the first time I stumbled upon an underground ravine (is there a more technical term?). I also remember the first time I stumbled on an Enderman. I personally found these moments fun. Would you agree, and would this still fit into your definition of “accomplishment”, or would you define “discovery” as something entirely different?
Dopamine’s diminishing return is a fine example of human adaptation. XD
All true enough, especially considering that you haven’t played the games in question!
Perhaps humor would be a form of “discovery” as well?
Another thought:
Thanks to the aforementioned book “Game Mechanics - Advanced Game Design”, I’ve been thinking a lot about game economies. In this context, the term “economy” references any resource that can be influenced by or influences the player. Money, health, time, friends, or even strategic positioning could all be representative of this. Resources can be created by sources, destroyed by drains, traded, or converted. I wonder whether or not a Player’s sense of accomplishment could be expressed as a resource? Failure would drain accomplishment. Time / effort could be converted into accomplishment, but with a diminishing rate of exchange.
Could there be a benefit to viewing player engagement as a resource?
Relative to the intent of my original post:
The focus of my post was meant to be more specific than, unfortunately, I feel I conveyed.
Let me see if I can hone in on my point with an example:
Imagine a game focused on bartering. Your goal, as a Player, is to successfully negotiate trades and to, over the course of numerous exchanges, increase your net worth. As a game designer, you wish to use an approach to bartering that fun, but you also wish to maintain a level of congruence between the Player’s activity, and what is concurring in the game.
Some possible approaches to bartering:
- Physics-based tug-of-war game where the position of the product relative to the center point determines the value you obtain for the item relative to its cost
- Match-three game where winning determines whether or not you make the sale, and the number of points the value
- Dungeons-and-Dragons randomized skill check approach where a dice-roll is modified by your barter skill versus your opponent’s
- Tretris-like game where you must arrange Tertrominos to achieve a Tetris as quickly as possible while the value of your transaction gradually diminishes
- Story-based trading where the success and value of the trade depends on your ability to read the personality of the other character
All of the above could be considered valid approaches to the bartering system. Some I don’t like because they are far removed from what they represent in-game. Others have a heavy reliance on luck, diminishing the value of Player skill. That aside, how would one determine that it would be fun?
At their most fundamental level, it all resolves into to pushing a button / joystick / mouse. Is mashing the “A” button actually fun? Is clicking through a series of text links? Is arranging blocks into lines? In truth, I don’t see the fun in any of these options, but I know that they all are in the correct context–and this could be the correct context. How does one see the fun in a particular approach?
If we value any particular approach purely on the basis of its accomplishment feedback, why wouldn’t the Match-three option be the clear winning?
Please, don’t interpret any of my questions as sarcastic. These truly are the questions for which I seek answers.
Again, thank you so much!
Edit: Forgot to respond regarding @Gigiwoo 's podcast. I actually stumbled on his podcast immediately after posting this topic. I will most certainly check it out. Thank you for the lead!