Also read: Hook Champ, a platformer to get addicted to

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arzina998
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Joined: Mon Dec 23, 2024 3:22 am

Also read: Hook Champ, a platformer to get addicted to

Post by arzina998 »

Game mechanics 1: levels
When you set yourself a goal, you may feel hesitant to start. Maybe you’re not sure if you’ll succeed? Or are you unsure about the best approach? Games often have complex end goals and a lot of tools and options. To prevent players from dropping out as soon as they start the game (a big goal and a lot of options are off-putting), game designers build in levels. In other words: they break a big goal down into small, easily achievable subgoals.

The first level is super easy, which motivates the player to start. Everyone gets this level, which creates confidence to start level 2. Level 2 is a bit harder, but the player is willing to try harder and give up less quickly. He has passed that first level. He will pass the second one. In this way, he reaches the end goal level after level.

Back to you. Let's say you want to write new texts for your website. It's a big job, so you've set aside three days for it and then it has to be finished. However, there's a big chance that you'll start dreading it, procrastinating, checking your mail first, and that other things will suddenly be more important. You'll get frustrated, think you're a guatemala phone number lookup wimp. But come on: writing a website in three days is hardcore ! Writing an hour every day, on the other hand... that's easy, right? With the Don't Break the Chain method, you can also put a cross after that hour as a reward. Check! That feels good! And it gives you the desire and confidence to score that cross the next day as well.

Game Mechanic 2: Progress Bar
In every popular game, a player can see his progress. The reason why games give this insight into progress is because it motivates players to keep playing. Our brains are programmed for progress. We want to finish things, we want to learn, we want to get better.

A game shows us the results of our efforts immediately and rewards progress: you reach a level, your points increase, etc. When we are rewarded, our brain produces a little dopamine. This gives a nice feeling. We want to experience this feeling again and that is why we continue.

With Don't Break the Chain, the chain that is created is in fact one big progress bar. Each cross is a reward for your efforts and you see immediate results: your chain grows. When you are well on your way, it becomes increasingly difficult to break the chain. Your brain gets used to that nice feeling of reward and wants to get it again, just like with an addiction. That motivates you to continue. For more information about the connection between dopamine and the brain's reward system, I refer you to Brainmatters and the Hersenstichting.

When we are rewarded, our brain produces a little dopamine. This gives a good feeling. We want to experience this feeling again and that is why we continue.
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