@@garybeefer391 Another person mixing economical system with government system. Chile with Allende = Socialist Democracy. Chile with Pinochett = Capitalist Dictature, Russian Comunist = Comunist Dictature.
that is probably why i finish only a few games, as you advance you unlock varios activities, near to the end game you have too much to do, and most of it is not important, on thing i liked about rage 2, you have 3 quests, and the side quests proved ressources that you need, not useless trinkets, but once you finish the 3 main quests, that can be made in any order, you dont need to make any sidequest anymore, because the rewards for the side quests are the same and not collectables, the towers for example are very hard to destroy, but once i have the tank i dont need to destroy them, because they can't damage me and the ressources they give i dont need anymore, and ingame i dont have any incentive to destroy them, because there are not missing npc or anything that would fell bad for not doing
This talk is such a gold mine of wisdom - I only understand the surface of what he's saying but I can see how deep this stuff goes. Such important tools for the games industry right now to put the "fun" back in to games! Thankyou thankyou thankyou!!
Awesome talk. Actual scientific reasoning and explanation rather than conjecture, and no clickbait inflammatory presentation title. Refreshing change for GDC content as of late.
This makes sense if you think of your "customers flow state" as just laying there with their wallets out, in this half asleep/awake state consuming your material as they are loaded into the grave/slaughterhouse.
Any Ubisoft's open world game is a prime example of a game that does illusion of choice, where there's nothing else to do but repeating same task over and over again.
When people complain about to much decisions in Witcher 3 ... they need more self confidence. But self confidence is bad, when you want an autocratic state, which has always the "illusion of choice". Keep it simple, keep them controlled and it starts with the games. Gaming is practice of life. If we don't encourage people to think more even in games, well... it should be like a good work out: seek always to do one more
@@DuckieMcduck it does matter in a way, a disease implies you can get infected with it, like the antivacs think, while in reality you can only be born like this
it actually does its job at first, the problem is when you replay and notice you are doing the same thing again, or upgrade something and realise how little impact it has
Found this somewhat interesting. So overall what he saying is try to make an video game that gamers or people can enjoy even further in long term? Less boring more intune? (I'm just guessing/speculations)
He's saying that choice is not the right word to use when trying to give players meaningful actions to perform in a game. Autonomy is what you want to give them. Regardless of how many choices are available, the player needs to feel like whatever they are doing is the thing they should be doing, and your job as a dev is to convince them that they want to do a thing and minimize feelings of the thing being required, regardless of player disposition. If you have 100 items of varying rarity, and 100 different types of enemies that each have different percentage chances to drop one of those 100 items, that's a lot of choices on paper. But in practice, it's one boring choice for the player to grind for a drop, and they will not make good memories of it. Conversely, if you have 3 items that are guaranteed from choosing one of three distinct quests that block access to the other 2 items and quests, then players will feel like they have more choices, even though they actually have far fewer, because the choice is a choice they make. They choose the item they want and get it, rather than asking the game for the item hundreds of times until it's granted.
@@ahawkone8850 Thanks! I'm still chewing on this talk but what you're saying makes so much sense to me. I'm gonna have to stew over autonomy for a while longer
@@ahawkone8850 like how wow works, the quest giver offer multiple options of reward beforehand, if you dont like the rewards you can even skip the quest most of the time
Yes, we're finally catching up with the European personal computing industry. Someday we will make something with more colors than the Sinclair Spectrum.
"You will be happier with less choices" - For a minute I thought I was watching a political ad
In the first 3 minutes of this video you get explained how Fascism happens.
@@doncortesas lol never seen someone write Communism so inaccurate
@@garybeefer391 Another person mixing economical system with government system. Chile with Allende = Socialist Democracy. Chile with Pinochett = Capitalist Dictature, Russian Comunist = Comunist Dictature.
@@doncortesas Ditto, although soc democracy is basically Capitalist. :P
Life changing, well spoken and with great audio
that is probably why i finish only a few games, as you advance you unlock varios activities, near to the end game you have too much to do, and most of it is not important, on thing i liked about rage 2, you have 3 quests, and the side quests proved ressources that you need, not useless trinkets, but once you finish the 3 main quests, that can be made in any order, you dont need to make any sidequest anymore, because the rewards for the side quests are the same and not collectables, the towers for example are very hard to destroy, but once i have the tank i dont need to destroy them, because they can't damage me and the ressources they give i dont need anymore, and ingame i dont have any incentive to destroy them, because there are not missing npc or anything that would fell bad for not doing
peak and end impact - GOLD
This was excellent!
Already got me thinking about how to structure the choices in the levels I'm designing.
This talk is such a gold mine of wisdom - I only understand the surface of what he's saying but I can see how deep this stuff goes. Such important tools for the games industry right now to put the "fun" back in to games! Thankyou thankyou thankyou!!
Awesome talk. Actual scientific reasoning and explanation rather than conjecture, and no clickbait inflammatory presentation title. Refreshing change for GDC content as of late.
That first bit was brutal. Was not expecting that.
This makes sense if you think of your "customers flow state" as just laying there with their wallets out, in this half asleep/awake state consuming your material as they are loaded into the grave/slaughterhouse.
Any Ubisoft's open world game is a prime example of a game that does illusion of choice, where there's nothing else to do but repeating same task over and over again.
All games do it. GTA, Skyrim, the Witcher, all of them.
When people complain about to much decisions in Witcher 3 ... they need more self confidence.
But self confidence is bad, when you want an autocratic state, which has always the "illusion of choice".
Keep it simple, keep them controlled and it starts with the games. Gaming is practice of life.
If we don't encourage people to think more even in games, well... it should be like a good work out: seek always to do one more
that's a big part of the witcher lore, that you can't ever pick the lesser evil yet you have to
"Suffers from Autism" is not the correct way to phrase that, and I wouldn't say it's a "disease" either but a "condition".
@@FractalPrism. it's just incorrect though. It isn't a disease, per the definition of what a disease is.
@@FractalPrism. By complaining about "nitpicking phrasing", you are, in fact nitpicking phrasing.
@@DuckieMcduck it does matter in a way, a disease implies you can get infected with it, like the antivacs think, while in reality you can only be born like this
Citing Fallout 4 as an example of good choice in a video game was a bad way to start this.
it actually does its job at first, the problem is when you replay and notice you are doing the same thing again, or upgrade something and realise how little impact it has
Great talk.
You go left right left right over and over... Stanley parable :p
Found this somewhat interesting. So overall what he saying is try to make an video game that gamers or people can enjoy even further in long term? Less boring more intune? (I'm just guessing/speculations)
There's of course the danger of falling into the Telltale and Bioware philosophy of choice, where it doesn't matter.
He's saying that choice is not the right word to use when trying to give players meaningful actions to perform in a game. Autonomy is what you want to give them. Regardless of how many choices are available, the player needs to feel like whatever they are doing is the thing they should be doing, and your job as a dev is to convince them that they want to do a thing and minimize feelings of the thing being required, regardless of player disposition.
If you have 100 items of varying rarity, and 100 different types of enemies that each have different percentage chances to drop one of those 100 items, that's a lot of choices on paper. But in practice, it's one boring choice for the player to grind for a drop, and they will not make good memories of it.
Conversely, if you have 3 items that are guaranteed from choosing one of three distinct quests that block access to the other 2 items and quests, then players will feel like they have more choices, even though they actually have far fewer, because the choice is a choice they make. They choose the item they want and get it, rather than asking the game for the item hundreds of times until it's granted.
@@ahawkone8850 Thanks! I'm still chewing on this talk but what you're saying makes so much sense to me. I'm gonna have to stew over autonomy for a while longer
@@ahawkone8850 like how wow works, the quest giver offer multiple options of reward beforehand, if you dont like the rewards you can even skip the quest most of the time
nice content
Good job you americans are slowly catching up scientifically on us europeans
Yes, we're finally catching up with the European personal computing industry. Someday we will make something with more colors than the Sinclair Spectrum.