Thursday, April 8, 2010

11am Friday Section, Matt G

I was particularly struck by the idea that (as discussed in lecture) the more perceived control that a user has over his fate in a game, the more he tends to enjoy playing. It makes sense that a good game designer programs an intricate web of cause and effect scenarios to add depth and complexity to the gamer's experience. These conditions that determine the level of enjoyment on the part of the gamer seem parallel to the conditions that determine the enjoyment of a person's life. When we feel as though our actions in real life cause real effects we feel empowered. For example, a good job is one where hard work leads to a promotion. Conversely, when we feel as though our actions have little to do with the outcome of our lives we feel insignificant and vulnerable. That said, it makes perfect sense that we enjoy games with conditional variables. Diner Dash, while stressful, is a perfect example of this. If you control the waiter to get the orders to the customers on time you advance, if you fail to do so you lose.  

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