Yazeed, I do not waste any more of my time about replying to you. Btw, your English is fine when you are replying to "Thread: Should I get Guild Wars 2 or Mists of Pandaria?".
---------- Post added 2012-09-24 at 05:10 PM ----------
You are right, I said gear grind when I really meant: Skinner box is not equal to accomplishment (for me... anymore).I think the biggest misconception that people have when they talk about "traditional MMO Endgame" is the idea that it's about the gear grind. It certainly gets repeated around here enough. I wish I could get people to believe that it really isn't, it's about the content.
Hell, I started Tier 11 Heroic raiding in mostly blues and ended it still wearing mostly normal mode gear, one blue item, and a level 80 craftable alchemy trinket. Still managed to rank on WoL for most fights, including a US top 40 Heroic Al'akir 25 kill. (Loved and hated that fight. =D )
Most raiders you talk to will tell you that when it comes to raiding, it's about the content. You'll hear, "Get gear to raid, not raid to get gear" a lot.
I don't care whether or not GW2 has a gear grind. I don't know how many times it'll take before this sinks in and people stop attributing that position to me (and other "raiders"). All I care about is the content, I want to be challenged.
I actually wrote about this when we were still pondering what GW2 will bring and what will be different in it.
Sorry for off-topic.This is actually really interesting topic:
Skinner box, interval reinforcement
A psychologist Burrhus Frederic Skinner decided to put a mouse inside of a box. This box contained a lever which the mouse could press to open a closed compartment, revealing food. The mouse would then be conditioned to expect food after pressing the lever. This is known in Skinnerian psychology as continuous reinforcement.
Skinner decided to start rewarding the mouse's efforts only part of the time (this is known as interval reinforcement). He found that the mouse would keep pressing the lever until it got food, no matter how long it took. Skinner staggered the interval distances more and more, but the mouse pressed on.
Video games in the old days tended to be short and fun experiences to pass the time. Since games were inherently fun, people would beat them and restart them countless times, just for the heck of it. Unfortunately, online games started becoming more popular. Some online games are little more than clones of established classics such as Tetris and Space Invaders, there are some others that exist in a persistent virtual world (MMO Games or more casual ones like Farmville).
The inclusion of a persistent world forced video game developers to find a way to keep their community playing the game as long as possible between content updates. So, the video game companies started doing psychology research. They realized that all they had to do to get people to play their games for life (or at least a very long time) was bait them, much like how Skinner baited the mouse into mindlessly pressing that lever.
Why Make An Addictive Game?
The reason is quite simple. In the course of their research video game companies realized that, no matter how fun you make a game, once the fun is over gamers will stop playing and go on to another game. In most genres, this doesn't matter as that person has already purchased a copy of the game and there are no upkeep costs or added benefits for the company in question. For online games, there are additional considerations of bandwidth and constant content updates to keep the virtual world fresh and vibrant for the player community. Thus, it's in these companies' best interests to get people to pay for their game on a continued basis.
How to Create Addictive Games
All video games created to be addictive share several traits:
• A reward system that slows down over time. The most common system is the level system, where it takes more and more experience points to get new levels. Zynga's Farmville has crops that take longer and longer to harvest.
• An end goal that is eventually replaced with another end goal, ad infinitum. The creation of new dungeons in World of Warcraft defines this trait.
• A reason to be addictive. I haven't seen an intentionally addictive game that wasn't made that way to make money. Monetization is the name of the game here.
• Repetitive gameplay to the point that it's not fun anymore. The companies are banking on the game being so addicting that you won't care.
The worst part is that these companies don't have any passion for video game development. All they are looking at is the bottom line and how much more money they can milk out of a game or a franchise. While video games have always been a business, at least before there was passion involved.
Also watch this: http://www.penny-arcade.com/patv/epi...he-skinner-box
I hope that ArenaNet can keep their mind and don't start to be greedy. Note NCSoft the funding company that ofc wants money out of it's investment. Shortly:
- ArenaNet is a video game developer (currently creating GW2)
- NCsoft is a developer and publisher of online computer games (funding GW2)
I haven't played enough GW2 to say will I get addicted to collect everything or can I just play for fun.