Questions tagged [psychology]
The study of mental functions and behaviors.
21 questions
1 vote
1 answer
151 views
What is the difference betwen emotions, experience, theme, and pleasure in the context of the Book of Lenses?
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 ...
3 votes
2 answers
346 views
How do you effectively induce "berserk" player behaviour?
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 "...
15 votes
3 answers
6k views
How to make the player feel like giving up?
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 ...
2 votes
3 answers
1k views
Why do so many games use non-linear leveling systems (each level taking more XP than the last)?
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 ...
2 votes
1 answer
352 views
How to administer Bartle taxonomy of players survey
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 ...
2 votes
2 answers
338 views
How to make fighting roster actually fair and FEEL fair?
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 ...
1 vote
0 answers
312 views
Has there been any research done on ideal values for loot drop tables?
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 ...
2 votes
1 answer
321 views
Psychology of pixelated lighting [closed]
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 ...
1 vote
2 answers
961 views
Bartle taxonomy formula
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... ...
17 votes
3 answers
752 views
How do you handle loss aversion in probability-based games?
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 ...
5 votes
4 answers
487 views
How do I make players believe they're doing something wrong even when they're not?
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 ...
2 votes
1 answer
449 views
Why do games like Guild Wars 2 and Clash of Clans require you to manually collect loot?
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 ...
1 vote
2 answers
213 views
When do you give in-game advice? [duplicate]
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 ...
10 votes
6 answers
2k views
Why would one have "waves" in each stage of a tower defense game?
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 ...
90 votes
8 answers
9k views
Why do loot drops contain (mostly) useless items?
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. ...