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> I'm going to posit that a video game is the three following things In other words: Action from the player delivers result from the game, giving the player a
by slightwinder 7y ago
> I'm going to posit that a video game is the three following things
In other words: Action from the player delivers result from the game, giving the player a sense of satisfaction.
And that's the point. There is a direct correlation between action and satisfaction. The more challenging and complex your action is, the higher can be the satisfaction when you finally get a good result.
And that's why people see Animal Crossing as kinda pointless, because everything is so simple, there is no complexity in action, thus no high satisfaction as direct response. Instead there is the very long game, where you do many many small actions over a rather long time to gain some rather small or middle sized result, while you have many many more mechanisms where the result is simple just random.
For people who are fixed on shortterm direct satisfaction, this is bad, because it's a slow longterm process with little outcome. It's basically like an extrem-sportler who needs to find the joy in just walking through the park.
- TeMPOraL 7y agoHaven't played AC yet, but it reminds me of Stardew Valley. Another game many would call pointless - besides the dungeon sidegame, you essentially run around the map, planting crops, picking crops, selling crops and gifting mayonnaise to people in exchange for story progression. There's little challenge here, and little complexity. But at the same time, the game is extremely relaxing. The music, the ambiance, the story, all make you rest. And that's the goal of the game. -- Anyway, I question the connection between complexity of action and satisfaction. Take rhythm games. Yes, many people play them for mastery, but a common (perhaps more common) way of playing is just to enjoy your rhythmic jumping/button pressing/hand waving to the beat with some fancy audiovisuals also synced to the rhythm. There's near zero complexity here. But what matters is the state of flow you achieve, it becomes an emotion pump.
- slightwinder 7y ago> Another game many would call pointless As far as I know it can become quite complex and deep. More complex than Animal Crossing. > But at the same time, the game is extremely relaxing. The music, the ambiance, the story, all make you rest. And that's the goal of the game. I thought the goal is building up your farm and collecting all the bundles and achivments? I guess at the end the goal depends on the player. Which is the point, whether it's pointless depends on the satisfaction the player gains from playing. > There's near zero complexity here. I find them quite challenging. Yes, from the mechanical point they are simple, but execution-level is still rather high depending on your personal skill. Animal Crossing is similar. For a kid it might be challenging enough to do all those stuff and things, for a teenager or adult, it's just braindead dialog-clicking with no challenge in excecution at all. The satisfaction comes over time.
- m_t 7y ago> The more challenging and complex your action is, the higher can be the satisfaction when you finally get a good result But this assertion is just not true. Simple actions can be very rewarding and give a lot of satisfaction. And that's exactly what you can get in Animal Crossing.
- danbolt 7y agoI don't think action that delivers satisfying results is defining a video game. I think it's a relationship formed from inputs and audiovisual responses, like I mentioned. Paratropic isn't really a game about satisfaction and results, as the designers want you to be frustrated and anxious. I think some people see Animal Crossing as pointless because they don't find much value in expressing themselves through the game. I think Minecraft is a similar example of this, as some people mostly focus on fighting monsters or getting gear, as compared to building a house they like the look of.