The Essentials of Casino Game Design, The Casino Journal
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IsItBullshit: Many, MANY freemium mobile games (like Candy Crush) are designed in collaboration with "Casino Experts" from Las Vegas, in order to make them more "addictive" and gain more money from players?
I saw that claim somewhere but cannot remember where
a game's UX design needs to account for the fact that casinos are real
Hitman 2018 isn't fun bc theres a minimap that shows the locations of all enemies at all times and the game highlights not only on the minimap, but also the larger map and in the gameworld itself no matter how far from them you are, the location of your target, and then tells you ahead of time what all of the options for killing your target . So the actual experience of the game, unlike in the older good hitman games like Blood Money where the map told you so little I distinctly remember wonder why it was there at all forcing you to pay attention to everything that's happening constantly to clue together what you need to/can do, is looking at the bottom left 2% of the screen the entire time as you sprint thru a level towards the objective marker until you need to interact with something or dodge a guard's view once the alert indicator starts filling up at which point you glance up at the actual screen for <1second before re-focusing back down on the minimap, which causes you to not actually pay any attention to anything that's happening in the game. Every gambling addict or alcoholic or drug addict knows what they need to do to fix their problem; not go to the casino, dont buy booze, dont call your pusher. And since it's that simple, and since human beings are perfectly rational creatures, that's why there are no casinos or liquor stores or drug dealers in the world, right? Obviously, that's not the world we live in, because human beings aren't rational creatures; they will have a habit that they know easily how to fix, they won't even enjoy doing the thing and then they'll keep doing it for the rest of their life anyway. Why does any of that matter to gamedesign? Well, Hitman 2016 & 2018 are both basically mechanically identical to all other games in the series aside from the inclusion of the QoL features that go into every WB & Ubisoft game, which I realized is what was ruining them for me partway thru the newer one at which point I turned all of the features off because I hadn't been paying attention to the game, played half of one mission still not paying attention because the game had trained me to over the course of 10 hours of play... and then turned them back on. I didn't need them, I can silent-assassin speedrun Blood Money from memory, and I actively knew as I did it that it would make the game less fun for me. But, the human brain has a very unhealthy relationship with instant gratification. It actively seeks to streamline the process from input to dopamine reward; even if it means ruining a game for yourself, destroying your life. If a game teaches you that you can get the dopamine rush of a job well done while completely checked out from it, then its hard to un-train that impression out of a player -- more likely than focusing up enough to actually have fun with the game, they'll get frustrated, decide your game is bad and quit for something else. I went to tell someone about this, and someone overheard and went, "don't you know you can just turn those features off?" in the exact tone as people say "just don't buy booze!" And I wanted to grab him and shake him as hard as I can and shout in his face, "don't you understand that casinos are real!?", but then I'd have to start explaining the neuroscience behind addiction and dopamine and the way they intersect with game design and there was a 0% chance I'd get so far so I just told him to eat dog shit off the pavement and came here to discuss it instead. You have to design for the human race that we have, and not the one that we want to be designing for. Maybe your game will be amazing when played by perfectly rational creatures of pure energy & logic, but until first contact happens your game will just suck. Design your game as if casinos are real; features that may ruin a game for your player should be turned off by default because by the time a player realizes it's worse with them on they may have been trained to only be able to play it with them on; "they can just turn it off themselves if it's a problem" is bad neuroscience & bad game design. PS: It is important for games to have accessibility features that allow them to be played by the differently abled, but you should respect the differently abled enough to trust them to know before they've even started your game what QoL features they need to have on to play your game. I know before I've even launched a game that I need to turn motion blur off to play it (& deeply appreciate games that let me turn it off from the launcher without even making it to the main menu with it still on by default), hard of hearing players already know they need subtitles, and anybody who can only play Hitman 2018 in heat-scope eyes mode that highlights the target thru walls from a mile away and tells you every method of assassinating them available to you from before you even launch the mission probably already know that they're gonna need to play in game-reviewer do-not-allow-me-to-physically-miss-any-content-no-matter-what no-challenge mode -- you don't need it on by default. And if you're really, really, really worried that your game might be unplayable without players knowing about a certain QoL feature, you can have it off by default and just let players know that it's there if they need it. Seriously, this is already a thing in plenty of games that tell you you can turn the difficulty down if you keep losing an encounter, it'd have been piss-easy for Hitman to just have the game remind you you can turn on heat-scope eyes mode or spoiler mode if you go too long in a mission without finding the target or any story assassination methods or clues
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"You were just trying to help. But you ended up doing more harm than good."
"Your heart was in the right place, but you just made things worse."
There's something uniquely depressing about these sentences. It turns out, it's the same mechanism that makes you feel sad when an opportunity is lost, or when your reputation is damaged. You depend on yourself to have a decent understanding of the world -- the state of the world, and how it works. When something unexpected and bad happens as a result of something you thought you were doing right, it throws into question those things on which you were depending. The result is confusion, anxiety, and a desperate retrospective evaluation of what went wrong or what you could have done differently. Needless to say, that process usually isn't very pleasant. And thus, undergoing that process is a "loss" in and of itself. You don't want to feel that way. You're sitting on a bus, riding to work, when a young man who doesn't look so well, and has been moaning, falls out of his seat. He pulls himself up, kneeling on one knee, eyes closed, and holds the bar in front of him. A part of you wants to go to him, lean down next to him, and ask him if he's alright, maybe help him back into his seat. But what if he yells, "Get your hands off of me!"? What if he says, "I don't need your help!"? There are so many people watching. He'll probably be okay. "I'd sure be an idiot if I condescended only to come across as patronizing in front of everyone." "I'd sure be an idiot..." is the beginning of a sentence that indicates loss aversion is at play. Loss aversion is a psychological phenomenon where we are triply afraid of perceived losses than we are eager for perceived gains. Gambling games leverage this by using various tricks to flip loss/gain perceptions upside-down, and make you be loss aversive about future hopes, e.g., "I better not walk away from the slot machine... I'd sure be an idiot if the very next pull was the jackpot." You're afraid of being embarrassed. You're afraid of the anxiety. You're afraid of the unpleasantness of dwelling over and over again on the incident if it goes badly, for days or weeks. By "you," I really mean "me," since that bus incident happened to me about a year and a half ago. After a few minutes, the bus driver found place to pull over, got up, and came back to check on the young man herself. He just moaned, allowed her to help him up, and got back in his seat. I was closer to him. I wasn't busy. I was just loss aversive -- I was afraid. And I allowed myself to be the "priest" who "passed by on the other side." Everybody else on the bus was guilty of the same negligence. But, privately, I was more embarrassed with myself than I would ever have been if the young man had reacted badly. My critical faculties were appalled at what my lower-order faculties had allowed to occur. I was completely ashamed. How on Earth could I let that happen? The Good Samaritan story is one of the most resonant and famous of Jesus's teachings. What kind of Christian am I? What kind of human? I dwelt over and over again on that incident. I was anxious about its implications. I was confused about how I could have failed so plainly. But wait. Isn't that I was afraid of in the first place? The unpleasantness of dwelling on a bad memory, anxiety, and confusion? It was! What this realization meant was this: Like in a casino game's design, I can flip my loss aversion upside-down as it suits my higher-order interests. I resolved that when a similar situation happens again, instead of fearing the riskiness of commission, I would fear the riskiness of omission. And fearing the riskiness of omission is another way to say, "Be triply eager to commit your charity."
I'm talking about psychology, loss aversion, dopamine stimulation -- but Jesus was onto it the whole time. We're not called to sit there and bank on the supposed "amorality" of omission. That earns a justified "You lazy servant!"
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