Freechoice said:
You can dig a small hole, place a few blocks in front of you and bam, you've "won" the game.
Nothing can kill you. Why bother continuing? Why expand your little hole into a home and your home into an inevitable doom fortress?
There is gold ore and lapis lazuli, largely purposeless rarities that require a great devotion to attain. Why harvest it?
You can add windows and glass to your volcano doom fortress despite it being a structural weakness or even add a rooftop garden with a complicated irrigation system. What's the point?
Why would you do any of this?
Jesus Christ...
By your logic, Legos are a Skinner box too, because they have no real life application, and therefore any achievement attained is completely pointless.
Fuck,
any videogame out there is a Skinner box by your definition.
Freechoice said:
Looked it up, couldn't find the concise point, watched the EC video.
Alright, fine. I'll explain.
Like, eighty decades ago there was a man named, you guessed it, Skinner. He was interested in turning psychology into a science, et cetera. One of his experiments to test behavioral psychology in a laboratory environment involved a box. There was also a rat and a lever, but unfortunately, it's not called Skinner ratleverbox. He wanted to figure out ways to get the rat to voluntarily press the lever over and over again. So he made the lever dispense food every time the rat pressed it. At first this worked, but the rat eventually figured everything out, and stopped pressing it on a regular basis because it knows exactly where and when it could get the food if it was hungry. So Skinner tried a variety of reward schemes (dispense food every 7th lever press, dispense food on a random basis, etc.) and thus the Skinner box was born.
How is Minecraft, Legos, and almost every video game out there not like a Skinner box? Well, imagine if instead of a lever, Skinner was trying to come up with a way to get the mouse to drink water or breathe air. It would be pointless. There's no need to tell a rat to do something they've always wanted to do to begin with. This is
intrinsic fucking motivation. That means that you wanted to build something in Minecraft for the sake of building something in Minecraft. You wanted to beat Mario or Portal or Starcraft because you felt it was worth it to beat Mario or Portal or Starcraft. Because it's
fun.
Operant conditioning is fueled by the creation of various incentives completely unrelated to the desired behavior. World of Warcraft and Farmville aren't evil for getting people to play their games for long periods of time. They're evil for getting people to play their games long after they stopped having fun. You can say to yourself, "Gee, I don't think I want to play Farmville anymore" but you still wouldn't stop if you knew your farm was going to die if you didn't water it every ten minutes or something (I never played Farmville), because if you ever decide that you want to play again, you would have to start all over, and that would be a total waste. TF2's crate system is also an example of a Skinner box-styled system because its random crate system makes you pay 2.50 perhaps out of curiosity or the allure of getting rare items only to find that you get a stupid common item about 99% of the time. Like a slot machine. Did I mention gambling uses Skinner box methods?
So would that make finding gold and lapis lazuli a kind of skinner box scheme? Yeah, okay. It's an incredibly stupid thing to say, though. Do you go into Burger King and say "WELL GEE THESE FRENCH FRIES ARE LIKE A SKINNER BOX YOU FIND AN ONION RING IN THERE SOMETIMES" before getting kicked out by a very irritated manager? No. You really, really don't. I guess you can call all grinding and random drops or any rewards at all "Skinner box methods", but they're so common and on such a small, pointless scale that just about every game and most activities have them. It wouldn't even be realistic if they didn't. What's the alternative, having a specific level of ground designated to gold, another to redstone, and another to lava? Now
that'd be stupid.
Another reason calling Minecraft a Skinner box is utterly retarded is because Minecraft has no absolute system of reward. If you wanted more gold, you can literally just turn on admin status and give yourself more fucking gold. If creepers or zombies are bothering you, it's as easy as going into options and changing difficulty to "Harmless". This shit ain't World of Warcraft. There's no in-game currency. You can quit Minecraft
whenever you want. They don't destroy your buildings if you don't play every 5 hours. It's just there, and completely up to you whether or not you want to play it.
Freechoice said:
It's about as simplistic a skinner box as can be attained. The reward is the aesthetic as one needs very little to ward away any potential threats. There is no beating Minecraft. You simply play it until bored. It doesn't even tell you what you should be doing. That's why it's difficult to see the skinner box for what it is. Its reward system is so well guised within gameplay that you forget how much time you wasted building up a virtual castle and having hold armor that's about as useful as a paper clip covering your ghoulies. You don't even need negative reinforcement, but there are explosive NPC's that can fuck up your shit. It's a skinner box.
Your success is fleeting, grows progressively more difficult to maintain due to the infrequency of crafting materials and you will look back on the 80 hours you dumped into it and wonder, "what the hell was I doing?"
Congratulations, you just described every hobby out there.