So we know that Bungie deliberately exploits the same addictive behavior mechanics, used to keep gamblers addicted, in destiny, to keep players playing.
Bungie's current head of User Research, John Hopson, holds a Ph.D. in Behavioral and Brain Sciences from Duke University. Before he was hired by Bungie in 2002, John wrote an article explaining formulas to get gamers addicted to games, which many were based on lab mice experiments.
u/stauffenburg at the destiny subreddit wrote up this summary, the full reddit post follows below in the quote.
[url=https://m.reddit.com/r/DestinyTheGame/comments/2itlvw/destiny_addictive_formula_detailed_by_bungie/][/url]
Initially, we were promised that microtransactions would be cosmetic only.
However, with SRL that changed, ever so slightly.
With SRL, a supposed "free*" update, you had to spend $10 on a record book, so you could keep the gear you earned and grinded for.
Now call me crazy, but having to spend $10, half the price of 2 sets of DLC (The dark below and house of wolves), just to keep rewards you earned after hours of effort, is not free.
Besides, with the DLC, we got new gear, new missions, new raid and PoE. With SRL we got 2 tracks and terrible, inconsistent physics.
This was both a test and bungie training is to accept microtransactions as normal.
[b]After all, why spend months developing DLC, when players will pay half as much for much smaller pieces of content?[/b]
This is exactly why bungie isn't releasing any DLC in year 2.
This is exactly why most mobile games are "free to play" and so profitable.
See the South Park episode about free to play for a great summary of the underlying mechanics, which, coincidentally, are the same addictive mechanics exploited by Destiny.
So now here we are, awaiting an update, which will include more microtransactions, [b]I promise you[/b].
The players who don't like microtransactions have left and are already leaving, but bungie doesn't care. A small number of users can easily spend 10× as much on microtransactions than regular customers would, who just buy the expansion once or twice a year.
Just look at Payday or DayZ for examples of gaming communities which were outraged by microtransactions, left, and ultimately killed off the games, only for the devs to finally realize their mistake and reverse course. [b]But it was already too late and the games effectively died[/b].
Each additional item offered via microtransactions, lowers your resistance to microtransactions, making you more likely to buy them.
Hiding behind the "it's only cosmetic!" excuse works until eventually, most of the community accepts microtransactions.
We already see them used to "skip the grind" which is hilarious, because bungie made the grind so long, purely to entice you to pay to skip it!
People are paying to [b]not have to play a game they paid for[/b]!
Once microtransactions become more acceptable, you'll see heavy ammo synths, 3 of coins, sparrows, emblems, shaders, ships, all for sale for silver.
Then one day, once the remaining customers accept microtransactions, you'll finally see pay to win.
Death by degrees.
The community won't accept big changes all at once, but given enough time and very small changes, one after another, you eventually get to the same place. Only now, the community is on board.
A frog will jump out of a pot of water already boiling; but if you put it in cool water, and warm it gradually, by the time the frog realized the water is too hot, it is already too late.
This is happening in politics currently.
I'm posting so that doesn't happen to destiny also.
I love what this game was advertised as, and what it could be. I'll be damned if I will sit quietly and let some greedy executive ruin what could've been one of the best games.
Finally, here's a great video summary of the addictive mechanics bungie exploits to keep you playing and paying : [url=http://www.gamespot.com/videos/the-point-destiny-the-hardcore-gamers-slot-machine/2300-6425852/][/url]
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[spoiler][quote] I have been doing some serious digging, and have stumbled upon a article([url=http://www.gamasutra.com/view/feature/3085/behavioral_game_design.php][/url]) written in 2001 by Bungie's current head of User Research. John Hopson(Head of User Research) holds a Ph.D. in Behavioral and Brain Sciences from Duke University and is currently the chairman of the IGDA Games User Research SIG. Before he was hired by Bungie in 2002, John wrote an article explaining formulas to get gamers addicted to games, which many were based on lab mice experiments. Once you read the article you can see tons of these examples for each of his formulas to get people hooked on a game. I would post each theory in its entirety on here but I feel like that violates the guidelines because its pretty much the whole article. If I can post it that way then let me know, but for now I will post each theory title in the article and summarize it for the lazy and relate it to the destiny formula.
CONTINGENCIES AND SCHEDULES To keep lab rats interested in food and extend the supply of food on hand they limit giving food to the rat to certain circumstances, instead of every time he does what he's supposed to do to get food. You can see this being used in Destiny's reward and loot system. It also mentions giving random power ups which can be related to PvP Heavy Weapon Ammo drops, and how your guaranteed one super in an match without doing good
RATIOS AND INTERVALS Talks about two different contingencies, fixed ratios schedules and interval variable schedules.
Fixed Ratio- Is a very distinct pattern that gives a burst of activities to do at a time but then followed by a long pause. For example, in RPG you try to level up by gaining experience but once you hit the new level you have to go get more experience to try to get to the next level. The "pause" is what keeps you wanting to push forward into the game, but if a "pause" is too long players will walk away. Some long pauses can be positive if it makes the gamer concentrate on another game feature that could get them hooked on. This can be related to having factions to level up to reach a high enough level to buy certain items from that faction. Leveling up new weapons and gear can create this burst of activity of trying to work your way up to unlock new mods. Everybody can relate to this long "pause" in Destiny, and I think they had a goal with it to get you start a new character where you literally restart the cycle that will keep giving you stuff to grind towards.
Variable Ratio Schedules- Is a set limit to reach before being rewarded but the limit is different everytime. The limit will be randomly generated each time and the gamer will not know the set limit before the next reward. This encourages gamers to play knowing they have a chance for good reward with the mystery of when and what you could possibly be rewarded. This could be a possible relation to how the cryptarch decrypted engrams before patch 1.02. But this is the reason we do raids, strikes, and daily/weekly activites.
SPECIAL CASES This goes on to explain other less common theories to game addiction that can be effective if used in the right way.
Chain Schedules- Activities that have multiple stages that normally have form of puzzles and timed based enemies. This is 100% talking about the idea mechanics of the raids.
Extinction- Game mechanics built in to gradually reduce a spawn in the game after every time it is received or killed. This results to eventually receiving nothing and/or enemies stop spawning in. I could be wrong but the only thing I can think of in Destiny that is similar to this is the invisible ascendant material limit for completing Public Events. At some point you won't receive anyhting but glimmer after so many public events. I haven't figured out if its weekly, daily, or planet based.
Avoidance- is where the objective is to do something so that something negative won't happen. He uses his evidence with lab mice to prove this will keep you doing something. The example is where the mice were "shocked every so often" but the shock would be delayed for 30 seconds if they pressed a lever. There might be more places in the game where this is used but the only ones I'm coming up with are the raid. The beginning you hold pillars and avoid Minotaurs from coming in because it will stop the forming of the tower, you also have a similar concept on the first boss where you can't let them sacrifice. Lastly, we shoot the oracles to prevent being marked for a time initiated instadeath(very similar to the rat test).
HOW TO MAKE PLAYERS PLAY HARD Here is where he brings in all of his theories on "what makes us want more in a game". He pretty much says the game needs to have his theorized aspects all tied into the game in the right amount of proportions.
HOW TO MAKE PLAYERS PLAY FOREVER Here he says games need to always have something new for the player to do and have a consistent rewards with constant probabilities.
I have read other articles that have bashed his article years ago. That makes me wonder if the arcticle was editted with rewording or removed some of the content since its original posting. Because in his post in 2012(http://www.gamasutra.com/view/feature/172409/10_years_of_behavioral_game_design_.php) he seems to have alot of influence by bungie to give a explanation from a post 10 years ago. Let me know what y'all think of this. I know its pretty much old news but I doubt anybody had actually seen a detailed description on how to make you addicted to a game and then that same person 13 years later releases a game built upon his core principles.
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English
#Destiny
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Dude it's just cosmetics.
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So you can't muster the will power not to buy emotes, dances, horns and masks. You have some serious life issues that need to be addressed and video games aren't what you should be worrying about.
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3 RepliesDude you realize this is a game right? Man you are a very weak individual.
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Edited by Bro'sef: 1/9/2016 12:28:33 AMAll I hear is a bunch of crying. If you want gaming as your main hobby then you shouldnt be such a puss when it comes to spending on it.
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I accept them. I understand why a company uses them, to make money. Like it or not, that is what drives the world. Money. So what do I do about microtransactions? Simple. Don't spend the money. The only silver I have spent, was that 500 they gave us.
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19 RepliesGood amount research, but let me start with your point about SRL. During that event, you didn't have to spend a dime to get the upgraded loot. The armor unlocked from the record book could be upgraded, but effectively was rewarded at 3 defense. Hardly a pay and win item. Secondly, it isn't gambling. Gambling, where you put up money for the chance to make more money, is against the law in video games. Not to mention, it is hard to control. Gambling is not beneficial to gaming companies like Bungie, because it can be exploited for others to profit off of. Are video games addictive? Yes of course they are, most games are. Do companies run microtransactions in an effort to make money. Yes, its called commerce. The trick is to make the transactions work like a boost for someone who doesn't want to bother playing often or everyday. Every item that can be purchased with cash in the game can be won in RNG for free, just look at all the folks who are pissed about getting horns and emotes in nightfall. The base game that you pay for when you bought the game is still there. You can pay more for other items that may help you boost slightly, or alter the game aesthetically. But you cannot pay to get end game rewards. If Bungie does that, then yes effectively the game becomes a pay for gear game that lets you compete with other gamers. If people want that, then it will work. If they don't, the the game will fail. I understand that you think by pointing this out to everyone you are effectively saving them from themselves, or making some stand to prevent game companies from selling stuff, but all the rhetoric falls on deaf ears if people are enjoying the game. So thanks for letting us know that Bungie has lots of folks who try to make the company profitable.
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I didn't have to pay anything to keep all my SRL rewards, which involved 3 free sparrows, shaders, emblem, 320 helmets and class items, legendary arms, chest and boots to help with said sparrows, and exotic engrams. Plus i even completed a few free quests, like the Chaperone quest steps and SRL quests. All for a whopping price offff! $0.00 Imagine that.
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3 Replies
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It's not working on me, I haven't bought anything and still have the original 400.
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Bamp.
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1 Reply[i][b]Life[/b][/i] is conditioning us to accept microtransactions.
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It's been happening in politics for more than a decade.
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I haven't bought a thing, but I've received a 3-7 Helmet, a horn, and a Sparrow all for free.
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They're not doing a good job with me. I buy if I see something I'm interested in, but it's usually the last thing on my mind if bills are all sorted out.
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SRL had armor pieces you could infuse partially because everyone was begging to be able to infuse masks. They wanted to right that. There's a difference between introducing P2W and warming people up to microtransactions. The latter just goes with the logic that if you've bought 'em once, you're more than likely to buy them again. The former is just a recipe for disaster.
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I forgot my tin-foil hat at home guys...
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I don't care.....
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3 RepliesApologies if it's already been said but; you didn't need the SRL book to keep gear. But why let the facts get in the way of your tinfoil hat?
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4 RepliesSo... It's a game man... Just take a step back real quick and just think about that. If you ever think it has become to pay to win, just quit the game. It's so goddamn simple. Cause guess what? You haven't really discovered anything. Bungie is making no attempt to hide what they are doing. Why would they? Do you see how much money games like smite, league of legends or Dota make? A shit load man, and they are always making more money. Bungie and other game companies all see the piles of money these games make, obviously they are gonna want their slice.
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6 RepliesWow, I feel terrible for the people who can't afford, or won't spend money to buy whatever they want in this game and real life. You see like in real life, I can spend my hard earned money anyway I feel and couldn't care less what anyone thinks of me for it. But hey, maybe Bungie will implement a new feature for you poor complainers. Maybe there will be a back alley behind the tower where you can give xur some dome for silver. They hate us cause they ain't us.
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If players need SOMETHING NEW That's a fail on bungies behalf straight away!
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I didn't pay for the record book and I got to keep my sparrow plus several pieces of racing gear. That sounds free to me.
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12 RepliesSTFU and keep your conspiracy theories to yourself bro. This seriously gets annoying when people start preaching about how companies are secretly plotting to take over the world. The facts are: Bungie is a company Companies need money to run Microtransactions = money Employees use said money to eat and survive with their families. Where the -blam!- do you get this bullshit from. People like this are getting more annoying the Jehovas.
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5 RepliesI haven't bought any micro transactions. I personally would use micro transactions in a similar way to 'donate'. If we ever get anything good, which in year 2 we haven't, then I would happily support Bungie with a micro transaction purchase after I have sampled what they are peddling. I don't have money issue's so much as quality demands. Show me Bungie you can do something good for overall gameplay and you'll get more of my money. Until then I remain uncommitted to Destiny.