I've been asking myself recently why I love rage-inducing games more than easier ones. Maybe some of you can help me shed light on it with your own experiences.
Many popular video games are challenging. But why do many players, like me, seek games whose reputations are largely built on frustration? To cite some popular titles, the gaming press describes Super Meat Boy as 'a definitive work in the subgenre of brutally difficult platformers' but casual games like Flappy Bird and strategy games like the Dark Souls series are infamous and addictive for the same reason - they're really hard.
Our brains are designed to be very complex constraint-satisfaction machines. We're goal seeking, and having a goal means defining a constraint on an outcome.
Satisfying that constraint can involve a whole path toward the goal that's unenjoyable, like climbing a mountain to reach food or safety. Achieving the goal involves releasing the goal, which is satisfying - but it's a peculiar kind of non-hedonic kind of satisfaction.
I wish we would take this seriously for kids in schools. Much like Super Meat Boy offsets its challenging game play with unlimited lives and instant replays, lowering the penalty for making mistakes in the classroom could spark more intrinsic engagement from students. It's a motivating device because you're more willing to try again. Just a thought?
Many popular video games are challenging. But why do many players, like me, seek games whose reputations are largely built on frustration? To cite some popular titles, the gaming press describes Super Meat Boy as 'a definitive work in the subgenre of brutally difficult platformers' but casual games like Flappy Bird and strategy games like the Dark Souls series are infamous and addictive for the same reason - they're really hard.
Our brains are designed to be very complex constraint-satisfaction machines. We're goal seeking, and having a goal means defining a constraint on an outcome.
Satisfying that constraint can involve a whole path toward the goal that's unenjoyable, like climbing a mountain to reach food or safety. Achieving the goal involves releasing the goal, which is satisfying - but it's a peculiar kind of non-hedonic kind of satisfaction.
I wish we would take this seriously for kids in schools. Much like Super Meat Boy offsets its challenging game play with unlimited lives and instant replays, lowering the penalty for making mistakes in the classroom could spark more intrinsic engagement from students. It's a motivating device because you're more willing to try again. Just a thought?