10 Game Design Tricks Developers Use to Keep You Hooked

Rafal Obrebski
20 Dec 202417:44

Summary

TLDRThis video delves into the psychology behind game design, revealing how developers use subtle manipulation techniques to engage players. It discusses the concept of intrinsic and extrinsic motivations, such as creating challenges that encourage mastery, connection with characters, and a sense of autonomy. The video also explores common psychological tactics like lowballing, foot-in-the-door, and fear-then-relief, which are often used to guide player decisions and emotions. By understanding how these techniques work, players can gain insight into the design choices that enhance their gaming experience, and question when design crosses into manipulation.

Takeaways

  • 😀 Game design often involves psychological techniques to engage players, starting with initial attractive offers that later reveal a catch, as seen in Animal Crossing's debt to Tom Nook.
  • 😀 Lowballing is a common psychological trick in negotiation, where an attractive offer is made first, only to later reveal a less favorable deal, making it harder for players to back out.
  • 😀 Understanding the purpose of a game or product is key to its design, just like creating a chair. The function must be understood before its form.
  • 😀 Video game design is influenced by intrinsic (internal) and extrinsic (external) motivations. While extrinsic rewards are easier to implement, they often only work in the short term.
  • 😀 Intrinsic motivation in games is often achieved by fulfilling players' needs for competence (mastery), relatedness (connection with others), and autonomy (freedom of choice).
  • 😀 Competence in games refers to the feeling of control and mastery, which can be achieved through challenge and progress, as seen in games like Souls-like titles.
  • 😀 Relatedness is achieved through interaction with others (e.g., multiplayer) or emotional connections with characters, as seen in The Last of Us or God of War.
  • 😀 Autonomy is more challenging to achieve but can be enhanced by allowing players to make meaningful decisions, such as dialogue choices that affect the story.
  • 😀 Some games use psychological manipulation, such as the foot-in-the-door technique, where small requests escalate into larger ones. Skyrim’s Thieves Guild quest is an example of this.
  • 😀 The 'fear and relief' manipulation technique, akin to the good cop/bad cop method, is employed in games like Resident Evil 4, where players are scared and then given relief through in-game purchases or upgrades.
  • 😀 Developers can manipulate player behavior using cognitive biases like the gambler’s fallacy, seen in gacha games, or through randomized loot systems, which create addictive reward loops.
  • 😀 While psychological techniques can enhance a player’s experience, there’s a fine line between clever design and manipulation. Games need to balance enjoyment with ethical considerations in how they guide player behavior.

Q & A

  • What is the main psychological manipulation technique used in Animal Crossing: New Horizons?

    -The main psychological manipulation technique used in Animal Crossing: New Horizons is called the 'Lowball' technique. This involves presenting an attractive initial offer (such as moving to a deserted island and receiving a shiny smartphone), only to reveal a catch later on (a large debt to Tom Nook), making players feel obliged to accept the less favorable terms.

  • How do game designers create motivation in players?

    -Game designers create motivation in players by understanding and addressing two types of motivation: intrinsic (driven by internal rewards like enjoyment) and extrinsic (driven by external rewards like money or recognition). The challenge is to balance both to keep players engaged, with a focus on intrinsic motivation being more sustainable in the long term.

  • What is 'Self-Determination Theory,' and how does it relate to game design?

    -Self-Determination Theory is a framework that suggests players are most motivated when three basic needs are fulfilled: competence (mastery through challenges), relatedness (connection with others), and autonomy (freedom to make choices). Game designers can use these principles to create more engaging and fulfilling experiences for players.

  • What role does 'competence' play in game design?

    -Competence in game design refers to the player's need to feel that they are mastering challenges and controlling the outcome. Games can fulfill this need by offering progressively difficult tasks where players can improve and feel a sense of accomplishment, such as in challenging games like 'Elden Ring' or 'Dark Souls'.

  • What is the significance of 'relatedness' in video games?

    -Relatedness in video games is the need for players to feel connected with others. This can be achieved through multiplayer features like co-op modes, PvP, or even narrative-driven experiences where players develop emotional bonds with characters, such as in 'The Last of Us' or 'God of War'.

  • How does 'autonomy' affect a player's experience in a game?

    -Autonomy in game design refers to the player's need to feel free to make meaningful decisions that influence the game world. While true freedom is difficult to achieve in games, offering choices, like dialogue options or alternative paths, can help create a sense of autonomy, as seen in open-world or narrative-driven games like 'Fallout' or 'Minecraft'.

  • Can you explain the 'foot in the door' technique in game design?

    -The 'foot in the door' technique is a psychological manipulation strategy where players are first asked to complete a small, easy task, making them more likely to agree to a larger, more complex one later. In 'Skyrim', the Thieves Guild quest line starts with small tasks, but eventually, players become embroiled in larger conspiracies and heists.

  • What is the 'door in the face' technique and how is it applied in games?

    -The 'door in the face' technique involves initially asking for a large request, which is likely to be rejected, and then following it with a smaller, more reasonable request. In 'Fallout 3', players are first asked to destroy a town (Megaton), which most reject, and then offered a smaller, more manageable task of disarming the bomb, making players more likely to agree.

  • How does the 'fear and relief' technique work in video games?

    -The 'fear and relief' technique, akin to the good cop/bad cop strategy, creates fear or tension in the player (such as in survival horror games), which is then relieved when the player encounters a solution or offer, such as a merchant selling health items. This relief reinforces the player's sense of urgency and attachment to the gameplay experience.

  • What is the 'gamblers ruin problem' in game design, and how does it relate to player behavior?

    -The 'gamblers ruin problem' describes the tendency for players to continue investing time, effort, or resources in the hopes of achieving success, even when the odds are against them. This can be seen in gacha systems or loot boxes in games like 'Genshin Impact', where players believe persistence will eventually lead to success, often leading to addictive behavior.

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相关标签
Game DesignPsychologyMotivationPlayer EngagementVideo GamesDesign StrategiesIntrinsic MotivationExtrinsic MotivationLowball TechniqueNarrative DesignPlayer Behavior
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