Thx for all the tips and links, took me a while to pore through them but it was fun! Especially looking for the right video in Extra Creditz's...
All in all, most articles are similar but not exactly what I was looking for (but still good, so I'm thankful for them). CulDeVu, the article you referenced (Chemistry of game design), comes closest to what I am looking for and is an interesting read. I'm not sure I buy the 'gameplay = learning' as an end-all concept but the material is surely useful.
Skinners box application to games is coming close, but I think there is more to it than just the negative 'grindstyle' implementation. All games must be Skinner boxes at some level because we would not do anything if it wasn't rewarding. It all depends on what question you want answered. Instead of 'how can I make players play longer' you could also use it to try to answer 'how can I make players be more engaged'. The person I got the theory from mentioned something about 'pathing' (not sure it was exactly that word) to describe the way you get players in stage 1. (Presentation) to understand which actions they can take.
Anyway thx again, I'm going to stock up on my general knowledge of 'Game Studies or Gaming Theory'
VerikMember Since 01 Sep 2012
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RPG, LARP, hacking games, story development and character evolution.
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