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Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Celebrim" data-source="post: 5160373" data-attributes="member: 4937"><p>I'm not trying to argue that 'ego gamers' are inherently problem players at all. While I do feel that 'ego gamers' often are problem players and more often the problem player than RPGers with different vested interests in the game, I now regret even bringing that up because its got us sidetracked.</p><p></p><p>For these purposes, the ego gamer is the sort of gamer who responds emotionally most strongly in a positive way to immediate gratification in responce to their choices, and responds emotionally most strongly in a negative way when the reward that they believe they deserve is withheld. They are gamers that put an emotional stake in always winning, so that they see failure in terms of very short cycles. That is, while some gamer might be happy if the group overcomes the challenge, or defeats the adventure path, the ego gamer tends to chafe if during the challenge he even failed an attack roll.</p><p></p><p>I'm trying to argue that there is a trend in the high level thinking about RPG design that is more and more accepting of the assumption that the gratification cycle 'ego gamers' respond most strongly to relative to other types of players is the natural cycle all gamers respond most strongly too and that one of the goals in RPG design should be to maximize this gratification cycle. As a result of this thinking, I think that mainstream PnP games are trending to one degree or the other toward designs which are more heavily geared to satisfying ego gamers.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5160373, member: 4937"] I'm not trying to argue that 'ego gamers' are inherently problem players at all. While I do feel that 'ego gamers' often are problem players and more often the problem player than RPGers with different vested interests in the game, I now regret even bringing that up because its got us sidetracked. For these purposes, the ego gamer is the sort of gamer who responds emotionally most strongly in a positive way to immediate gratification in responce to their choices, and responds emotionally most strongly in a negative way when the reward that they believe they deserve is withheld. They are gamers that put an emotional stake in always winning, so that they see failure in terms of very short cycles. That is, while some gamer might be happy if the group overcomes the challenge, or defeats the adventure path, the ego gamer tends to chafe if during the challenge he even failed an attack roll. I'm trying to argue that there is a trend in the high level thinking about RPG design that is more and more accepting of the assumption that the gratification cycle 'ego gamers' respond most strongly to relative to other types of players is the natural cycle all gamers respond most strongly too and that one of the goals in RPG design should be to maximize this gratification cycle. As a result of this thinking, I think that mainstream PnP games are trending to one degree or the other toward designs which are more heavily geared to satisfying ego gamers. [/QUOTE]
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