Book Recommendation: Achievement Relocked
Getting something makes you feel good, and losing something makes you feel bad. But losing something makes you feel worse than getting the same thing makes you feel good. So finding $10 is a thrill; losing $10 is a tragedy. On an “intensity of feeling” scale, loss is more intense than gain. This is the core psychological concept of loss aversion, and in this book game creator Geoffrey Engelstein explains, with examples from both tabletop and video games, how it can be a tool in game design.
Loss aversion is a profound aspect of human psychology, and directly relevant to game design; it is a tool the game designer can use to elicit particular emotions in players. Engelstein connects the psychology of loss aversion to a range of phenomena related to games, exploring, for example, the endowment effect―why, when an object is ours, it gains value over an equivalent object that is not ours―as seen in the Weighted Companion Cube in the game Portal; the framing of gains and losses to manipulate player emotions; Deal or No Deal's use of the utility theory; and regret and competence as motivations, seen in the context of legacy games. Finally, Engelstein examines the approach to Loss Aversion in three games by Uwe Rosenberg, charting the designer's increasing mastery."
Y'all? I finished this book in two days. Not reading it straight through, as it's only 120 pages; but taking notes, highlighting, and considering what I was learning over the course of two days? I planned on taking the week to slowly digest this book, but I just couldn't stop reading. It is so damn good. It's accessible, but includes all of the science and math to which Engelstein refers in some of the conclusions he draws in that post to which I linked above. I'm not going to cover it all here, but I've gotten so much good material out of reading this book that I'd call it a Must-Read for anyone aspiring to game design. Honestly, it has already helped me pinpoint so many issues I have with games that I've played in the past! Sometimes, I'm honestly just stumped: I'll play a game like Dinosaur Island and say, "I should like this more than I do, but it feels like something is missing." I was never quite able to articulate the fact that I often felt as though I were effectively starting over every time I bought a new dinosaur or advancement because so many of these games with resources force you to spend all your resources and then have to build them up all over again. This book really gave me insight not only to that reality, but why it bothers me on an (often) unconscious level.
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