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Agreed, this is a very odd piece which hinges on the idea that the number of hours you put into a game is indicative of its quality, but you'll find people ploughing hundreds of hours into very poor games. Every game has its fans.

Borderlands balancing itself to only being interesting after 50 hours (assuming the author is correct) is odd and does not help it sell copies or win mindshare. It sounds like the author actually liked Playthrough 2.5 because it didn't have any of the MMORPG trappings, but was actually a balanced first-person shooter.

I've been researching "retention" mechanics (dark patterns/addiction patterns) in games from the POV of behavioral economics for my PhD thesis for a while now. My intuition (no data yet) is that what people seem to miss is that the tricks work for a while, but then they stop working. I'm reaching a conclusion that the tricks work just long enough to keep people playing until their social network joins, and then they're locked in until the game gets boring, and then they jump to the next game, where it seems the retention patterns work again.

What these patterns don't do is make a game enjoyable. The Borderlands gun mechanic, in particular, is not a very good retention mechanic. It'll work... for a time, until players see the inevitable archetypes of variation, and then it won't. The guns are not really valuable, because Borderlands will always give you another one in five minutes. If the player isn't being given something of value, it's not a very good mechanic. The value in the guns isn't the gun itself, but the surprise from the variation, and when that dries up, I'd expect it stops working.

It seems to me the author just really liked Borderlands, which is fine, but is confusing some of the trappings of Borderlands with why she likes it. I think some deeper introspection through the MMORPG smoke and mirrors will find that she just likes the gameplay.

This is not to say MMORPG stuff doesn't work, just that it tapers off. And I think for most people, it tapered off way before Playthrough 2.5.



I've played these games and worked in the Addictive Game industry. In my experience, every time the addiction is wearing off, you have to 'up the ante' (either by introducing new content, new mechanics, upping the difficulty curve etc). But the problem is that the addiction is mildly stressful on the player, and every time they increase the addiction mechanics, they increase the stress.

This inevitably leads to burnout and it usually happens in one of two ways:

1-they run out of content or master the learning curve, therefore they run out of stuff to be addicted to; this usually causes a general tapering off of play time

2-the stress overcomes the addiction and they flat out quit, even though they are still addicted

It would be interesting to examine the play patters of various games that have different variations on addiction vs stress vs fun.

LoL -high fun, high stress, low addiction

WoW -med fun, med stress, med addiction

farmville -low fun, high stress, high addiction

edit: the stress of a game like LoL is very different from a game like FV. LoL is high because you must play perfectly in order not to be ridiculed by your teammates. FV is high because you are given a dozen new things to do every time you just want to do the basic stuff, but your compelled to do everything, which generally requires you to keep a large mental queue of everything it throws at you every time you log in.


I'd love to talk with you more about this offline :)

I looked at your site and noticed you don't make your email address available (which I am sure is by design), so could you ping me at chris {{{at}}} chris.to ?




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