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Questions tagged [psychology]

The study of mental functions and behaviors.

1 vote
1 answer
151 views

I am reading the third edition of The Art of Game Design: A Book of Lenses by Jesse Schell, and I encounter multiple concepts presented as different, but I do not see much difference. Currently, these ...
Charlie's user avatar
  • 125
3 votes
2 answers
346 views

I have recently been wondering, how can you "induce player behaviour" in a video game An example of what I am thinking of is when a player uses an ability like "rage" or "...
AussieNote's user avatar
15 votes
3 answers
6k views

I am planning a game that has a level that is a confusing and illogical maze, and I want to make the player feel like giving up, but not so intense that they want to quit the game. Also, I'm probably ...
thirteen's user avatar
  • 188
2 votes
3 answers
1k views

I see it all the time, in RPGs, FPSs, and more. I never see it talked about though. If level represents prestige, why is a linear progression not used? You can't easily determine somebody's experience ...
addiment's user avatar
2 votes
1 answer
352 views

I made a game where I want to check how players act depending on the type of used minimap (minimal vs. path to next task is drawn etc). I came across the Bartle taxonomy of player types for this ...
Rolfant90's user avatar
2 votes
2 answers
338 views

I plan on creating a fighting game in the future, and I'm wondering how to make a roster functionally fair, and feel fair. You see, Super Smash Brothers Ultimate is functionally fair (I think), but at ...
user avatar
1 vote
0 answers
312 views

I doubt many people want to grind for an item that has a 0.00001% chance to drop from a boss that takes 30 minutes to kill. I'd imagine there are certain factors that play into how rare an item should ...
John's user avatar
  • 119
2 votes
1 answer
321 views

The situation The game I'm working on has a 16-bit inspired art theme. It's consistency is relatively relaxed. (i.e. pixels don't have to line up.) Since it has a slightly dark theme, I decided to ...
Graviton's user avatar
  • 125
1 vote
2 answers
961 views

Anyone knows the formula inside the Bartle Test of players taxonomy? I need to do the test, but I need the weight of each question to make something more accurate and trustworthy to the real test... ...
Aly's user avatar
  • 13
17 votes
3 answers
752 views

The psychological phenomenon of loss aversion refers to how players feel losses twice as powerfully as victories. For example, Bite Fight's PvP is a simulation based on probabilities related on ...
Tasos's user avatar
  • 571
5 votes
4 answers
487 views

You're doing it right. …right? In the game Cart Life, you are led to consider this, even though you are doing fine. This effect is created by making you do mundane jobs, earn little money, and have ...
user avatar
2 votes
1 answer
449 views

For example, in world vs world in Guild Wars 2, enemies drop bags that you have to manually collect. Then you have to manually open the bag which may contain other bags that you have to open. In ...
Jason's user avatar
  • 221
1 vote
2 answers
213 views

I'm interested in the process of automatically generating advice when a player is consistently struggling through parts of a game. Suppose I already know what advice I want to generate (e.g., "Press ...
Matt's user avatar
  • 111
10 votes
6 answers
2k views

For example, in Plants vs Zombies, the zombies come in waves. If I recall, there's always at least two waves. The first and easier wave and then when you get 90% through the stage there's a "final ...
Daniel Kaplan's user avatar
90 votes
8 answers
9k views

I was thinking about this and couldn't figure this out. In Diablo you kill enemies and they drop random things. But usually the drops are worthless to you relative to what you already have equipped. ...
Daniel Kaplan's user avatar

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