Thursday, 8 March 2007

Gaming Journal: Play Pain Pleasure

Theories explain that there are factors in play, fun is one of the factors, it is clear that when we engaged with games, mostly we enjoy and have fun with it, however we know that some of games does not give you fun only, they give you difficulty as well, therefore game is not always fun. In a game that I have played named Silent Hill there are various exasperating puzzle in the game that give me difficulty, but I still continue playing it because I know there are rewards that I need to continue to next stage in the game, it is the need of reward and challenge that keep people playing game.

Sense to accomplish things is natural in human mind because by accomplish a task or overcome challenge, will automatically give them rewards, rewards is things that will be given or obtain when a person finished performing a task, this rewards must give benefit to the person.

In game usually the rewards is obtain when overcome enemy or obstacles in a stage, it can be new weapon or simply key to open next puzzle. In game Call of Duty, one must destroy other enemy forces to advance to next stage, in doing so a person could get weapon and ammo dropped from killed enemy.

In case of Flow where a player actively involve in a game which lead to the total immerse and concentration, I have play House of Dead in arcade machine, in the game I put all my concentration and that lead to the lost sense of anything else including time, the time apply for me is the time in the game where its given and limited, in this game the iteration factor is high where if you are dead in a stage and you have to repeat the stage again the same pattern of enemy and timing will emerge, this game very well representing Flow factors theory.

No comments: