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7/26/2024 12:26:57 PM
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The game was never meant to be fun. It was meant to be addicting with a carrot to chase on s tick to get you to come back and make microtransaction purchases.
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  • It was fun in and of itself back in the day. But then they started having rewards that everyone wanted and everyone came up with reasons for why they should have them that had nothing to do with the actual game.

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  • Can something really be addicting with 0 enjoyable qualities like op seems to be suggesting? Cigarettes alcohol sugary literal -blam!- etc. All provide something the user enjoys Yet apparently those like op despise so much but can’t put the game down

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  • Depends on how much of a completionist you are and/or how much of you need that dopamine hit for something to go right, like getting a god roll.

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  • The 'sugar hit' is the base game play, shooting/movement. Its everything after that dissapoints.

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  • Nice critique of the reply. However, while being hyperbolic, he’s on to something… Destiny as a game is purposefully designed to not be fun all the time. The oscillation between disappointment and joy is the rollercoaster of emotions designed to addict the player. The lows of disappointment actually heighten the highs of the joyful moment. Watch any video back in the day of someone getting the exotic drop they were waiting for in D1… identify screaming with joy, these were viral moments. They are rare, if exist at all due the accessibility of D2 in terms of getting rewards. If you got an exotic drop every time you did an event you would psychologically become numb to it. This illustrates clearly, that Destiny at its core, does not put purely having fun as its main goal for the player. Sometimes the goal for the game is for you to be disappointed.

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  • Those exotic drops were extra and additional to the game back then. Most of the people playing Destiny came from their last game where there was no exotic drops. And prior to that last game gamers actually had honor. Now, after millions of exotic drops, not so much. And unfortunately there's no going back, everyone is now entitled to the exotic drops for increasingly mathematically silly reasons.

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  • I came from MMO’s where there was rare drops, and those games implemented low percentage drop rates as a means of leveraging disappointment with joy and elation, in addition to driving participation and engagement. I’m not making a judgment call based on morality, I’m simply stating the fact of the matter.

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  • I just think that Destiny's playerbase is not quite an MMO or long term RPG playerbase. Its definitely not a PvP playerbase, that's for sure. Its kind of... hate to say it, but a lot of people that like to "pose" like they're from any given playerbase but don't want to put the time. Every single one of those types of games rewards time unless its one of the new cool flash in the pan ones. So this game seems to have scooped up a lot of those types. For better or worse.

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  • That’s not quite how addiction works. You’re not addicted to a superficial feeling of fun that the game evokes when playing. It’s rather stimuli like colours, rapidly changing optical impressions, the sounds of opening an engram etc. Those are things that stimulate your brain in a way that it wants more. It’s the same with scrolling through insta or something. It’s addictive regardless of how much you enjoy the actual content.

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  • So…things they “enjoy” albeit on a very basal level. Those things are triggering the happy bit of one’s brain no?

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  • I mean yeah. I enjoy the gunplay & movement, but the rest of the game is -blam!-, bungie constantly changing tact chasing lost players, economy, incentives, play loops, core of the game is really quite appalling, but I'm addicted to the gunplay, I've played for 10 years almost daily, no other game comes close to feeling as good. I have autism btw & always need 1 addiction, went from football stickers, to birds eggs, to gambling, to destiny.

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  • So, there are a lot of layers to this. There are sounds and colours that are associated with a reward and that is intensified by those colours and sounds being linked to actual in-game rewards. And we’re talking small things here that happen constantly, so it’s a very intense conditioning. The reaction is that the brain releases neurotransmitters (here dopamine) and because that feels good, you want more so you keep going. Now even if you fail your solo dungeon run, it doesn’t make it a negative experience in a neurological sense. Because all the way up to the failure the game caused the release of dopamine at a level that you can never experience in real life (if you’re not using drugs etc.). So that’s how that works.

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  • [quote]The game was never meant to be fun. It was meant to be addicting with a carrot to chase on s tick to get you to come back and make microtransaction purchases.[/quote]

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