majorgamer10
Banned
Is there a limit to how far games can engage you?
Have we, as consumers, reached that limit yet?
Who decides this stuff, anyway?
Have we, as consumers, reached that limit yet?
Who decides this stuff, anyway?
finally! I was hoping someone'd bring this up...Is there a limit to how far games can engage you?
Have we, as consumers, reached that limit yet?
Who decides this stuff, anyway?
Time played.How could you measure engagement to begin with?
Really? I though engagement in this context meant how much you are "into the game".Time played.
There are exceptions to every rule, but overall you spend the most time with the girl you fancy the most.Really? I though engagement in this context meant how much you are "into the game".
For example, I have 100 hours in Rimwold, but I still think Metal Gear Rising is more engaging even if have only put like 30 or 40 hours into it, since I'm more "into it", more immersed, more focused, etc.
You could spend multiple days or weeks dating a girl and it might end in nothing, or maybe not. (Rimwold)There are exceptions to every rule, but overall you spend the most time with the girl you fancy the most.
You could spend multiple days or weeks dating a girl and it might end in nothing, or maybe not. (Rimwold)
Or you could go and buy yourself a hooker, fuck her and forget about it. (Metal Gear Rising)
Now imagine some of those dates with the first girl were pretty nice, but others kinda boring. Meanwhile the sex with the hooker was amazing on all levels. Wich would you say was more engaging?1
You could spend multiple days or weeks dating a girl and it might end in nothing, or maybe not. (Rimwold)
Or you could go and buy yourself a hooker, fuck her and forget about it. (Metal Gear Rising)
Now imagine some of those dates with the first girl were pretty nice, but others kinda boring. Meanwhile the sex with the hooker was amazing on all levels. Wich would you say was more engaging?1
Next time don't come at me with analogies.Life hack: Don't marry the hooker.
X epd or X engagements per dollar.How could you measure engagement to begin with?
I do.Is there a limit to how far games can engage you?
Who decides this stuff, anyway?
VR... that's all I gotta say.Is there a limit to how far games can engage you?
Have we, as consumers, reached that limit yet?
Who decides this stuff, anyway?
How could you measure engagement to begin with?
I don't think it's necessarily a good metric. Some games can become extremely repetitious, but you play them to unwind and distract yourself, not to be engaged.Time played.
I don't think it's necessarily a good metric. Some games can become extremely repetitious, but you play them to unwind and distract yourself, not to be engaged.
Time wasters can be addicting, but mind numbing
But many of these games are played on autopilot. You don't need to focus on anything. I think some of these games are meant to disengage your brain from things that bother you, but not engage it with something worth your time.If they weren't effective at engaging your brain (ie distracting you) then they wouldn't be engaging and you wouldn't play them.
Time played is the king metric.
We don't play things that don't engage us. Autopilot loses to fun 10/10 times.But many of these games are played on autopilot. You don't need to focus on anything. I think some of these games are meant to disengage your brain from things that bother you, but not engage it with something worth your time.
All those grindathons and live service games are just there in the background so that you won't feel the emptiness of your own existence
That's a nice ideal. I think people can be addicted to games they don't particularly enjoy, but give them the satisfaction of gambling (like in Fifa and other games with loot boxes) or reassuring repetition.We don't play things that don't engage us. Autopilot loses to fun 10/10 times.
I don't know about any of that. I do know time is the greatest resource and games we spend the most time with are valued the most. It's the metric the entire industry values most now (outside of $$$)That's a nice ideal. I think people can be addicted to games they don't particularly enjoy, but give them the satisfaction of gambling (like in Fifa and other games with loot boxes) or reassuring repetition.
Always has been. If you don't think they were trying to find new gameplay mechanics that were more addictive to maximize consumer spending in 2015 or 2005, I don't know what to tell you. War never changes.The trend in the industry is attempting to find new gameplay mechanics that are more addictive (to maximise extra consumer spending), not engaging
Did enjoy the game? If yes then the game was engaging.Who decides this stuff, anyway?
With the exception of MMORPGs, I actually think videogames were designed to be fun, unique, or popular, because that's what sold. Obviously the goal was to sell as many copies, but the point was to make the game as appealing to as many people, not to make people addicted to it.I don't know about any of that. I do know time is the greatest resource and games we spend the most time with are valued the most. It's the metric the entire industry values most now (outside of $$$)
Always has been. If you don't think they were trying to find new gameplay mechanics that were more addictive to maximize consumer spending in 2015 or 2005, I don't know what to tell you. War never changes.