Freechoice said:
On your first point, I cite the fact that I had to have at least read some of it to pick up the profanity and the italics. And yes, you adding "fucking" for emphasis does nothing to endear the argument through humor. It comes off as opinionated and conceited. Also, what's the purpose behind saying "GOD FORBID" as you did? You're passively making attacks against my character.
OH DEAR WILL SOMEONE PLEASE THINK OF THE CHILDREN.
Did I hurt your feelings by being sarcastic and ruin your precious sensibilities with profanity? Do you have the thinnest skin ever?
Freechoice said:
And I was trying to get an ad hominem response for an easy victory, but I'll continue the point.
"Easy victory"? What the fuck do you think this is? Did you get your knowledge of civilized discussion from the O'Reily Factor?
I'm here to discuss stuff. That means admitting the truth when you think you're wrong and helping others understand why you think you're right. I'm not here to argue my case like I'm some kind of lawyer ardently defending my honor.
That would be retarded. You don't "win" discussions any more than you "win" at doing laundry or reading a book.
Freechoice said:
As I understand it, a skinner box used in games will create the illusion of amusement by predicating a system of rewards and using that system to keep players within the world as the primary motivation to continue playing.
Not incorrect.
Freechoice said:
Nick Yee [http://www.nickyee.com/eqt/skinner.html] will help prove my point.
"The rewards cycle in EverQuest begins with instant gratifications. When you start a new character, everything you need to do is close by - finding the guildmaster; finding mobs to kill. The first few mobs you attack die in several swings and you make level 2 in about 5 kills. By the time you make level 3 half an hour later, you are more aware of the underlying skill points, the accumulation of money, and gain a desire to get better equipment. Gradually, it takes longer and longer to get to the next level. The simple tasks that you did to improve trade skills have become trivial, but the rewards you get - the blue skill points and the metal bits - drive you to perform tasks more elaborate than before because trivial tasks are no longer rewarded. The one-click reward disappears, and is gradually replaced by rewards that take more and more clicks to get. And suddenly, some of us find ourselves clicking away for hours in front of a forge or jewellery kit."
Yep.
Freechoice said:
Now let's transpose a few words.
The rewards cycle in Minecraft begins with instant gratifications. When you start a new character, everything you need to do is close by - finding some wood; finding mobs to kill. The first few mobs you attack die in several swings and you make your first tools in about 5 minutes. By the time you make iron tools half an hour later, you are more aware of the underlying skill points, the accumulation of material, and gain a desire to get better equipment. Gradually, it takes longer and longer to get to the next level. The simple tasks that you did to improve your tools have become trivial, but the rewards you get - the windows and doors - drive you to perform tasks more elaborate than before because trivial tasks are no longer rewarded. The one-click reward disappears, and is gradually replaced by rewards that take more and more clicks to get. And suddenly, some of us find ourselves clicking away for hours in front of a furnace or crafting table.
Ooh, let me try.
The rewards cycle in The Legend of Zelda: Ocarina of Time begins with instant gratifications. When you start a new character, everything you need to do is close by - finding
some rupees; finding mobs to kill. The first few mobs you attack die in several slashes and you find
your first sword and shield in about 5
minutes. By the time you find
the slingshot half an hour later, you are more aware of the underlying skill points, the accumulation of
material, and gain a desire to get better equipment. Gradually, it takes longer and longer to get to the next level. The simple tasks that you did to acquire
your tools have become trivial, but the rewards you get - the
windows and doors - drive you to perform tasks more elaborate than before because trivial tasks are no longer rewarded. The one-click reward disappears, and is gradually replaced by rewards that take more and more clicks to get. And suddenly, some of us find ourselves clicking away for hours in front of a
a horse or
that god damn water temple.
The existence of a learning curve does not a Skinner box make.
In fact, I might even argue the opposite. If Everquest's gaming posed an actual challenge, you would probably be playing the game for fun as opposed to simply being shaped by operant conditioning. It's because Everquest is boring and tedious that you really begin to see why people are really playing the game-that is, for a fleeting arbitrary awards system.
To build something in Minecraft takes real ambition and foresight. It's like building with Legos or a jigsaw puzzle, an analogy which you curiously left ignored.
Freechoice said:
Now the most obvious differences between the two is the visibility of randomness. You will get something with enough effort in Minecraft. But then it becomes more like a fixed schedule. It's less effective, but still a tactic. I believe it is countered slightly by the degree of control you can exert over the world, but I cannot say for sure.
As a response to the definition of a Skinner Box:
"It is in the same way that EverQuest shapes players to pursue more and more elaborate blacksmithing or tailoring combinations. Moreover, EverQuest players continue to attempt elaborate combinations in the face of many costly failures."
You might be holding some of your most valuable equipment, but fall into lava and die whilst searching for gold for golden apples.
Okay, you still don't quite seem to grasp the difference between Skinner box tactics and normal hobbies and activities.
There's one very simple concept: Intrinsic motivation. That means doing something for the sake of doing something. You eat because you're hungry. You sleep because you're tired. You play games because it's fun.
It's a Skinner box tactic when it tries to motivate you through other means. You don't want to leave Farmville because your crops will die and that would be a waste. You can't stop playing at the slots because the very next one just might be a winner. When the Escapist does March Mayhem and says one lucky contestant will get free Alienware swag, that's a Skinner box tactic because it's trying to get people who otherwise wouldn't vote.
Minecraft is not a skinner box because the only reason you would play it is if you want to build stuff. This is intrinsic motivation. Without a doubt, it's what you bought the game to do.
And, AGAIN,
A) If you give yourself admin status you can do literally anything so any "risk" involved is only of your own devices.
B) It's absolutely
no different from Legos.
C) It's absolutely
no different from any other video game out there.