![]() ![]() They'll continue that process through generation after generation after generation. ![]() So what they'll do is they'll take the missions that aren't as successful and they'll cast them aside, and now they'll form three new versions of saving missions. ![]() What they'll find is, for example, when you have to save something, you spend more time playing than say, when you have to kill or find something. They generally call this "time on device," which is a term that's borrowed from the gambling world - how long are you on the slot machine. They'll look at how long you play, whether you return to the game, and generally how engaged you are. to different people, sort of A/B test these different missions. So one thing that a lot of the designers do is they'll release different versions of missions. ![]() Part of the reason for that is, I think, that these large game companies have access to an incredible trove of data. So that to me suggests that it's a weaponized game it's an experience that's very, very hard to resist. One hundred million, roughly, have played the game, and by many measures, about half of them have developed an addiction, at least temporarily. On how World of Warcraft game designers make it to be more addictive Your purchase helps support NPR programming. Close overlay Buy Featured Book Title Irresistible Subtitle The Rise of Addictive Technology and the Business of Keeping Us Hooked Author Adam Alter ![]()
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