How Video Games Draw Us In and Hold Us Spellbound

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“A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.” ― Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World "...But our princess is in another castle!" - toad, Super Mario The implementation of player motivation within games has been experimented with since the dawn of games to produce the perfect formula of general interest to be relevant towards the majority instead of the minority, nevertheless before the motivation in game can be delivered the first step is to attack the end user psychological state of mind which is marketing through by…show more content…
A childish mind will turn to noble ambition. Young love will become deep affection. The clear water’s surface reflects growth. Now listen to the Serenade of water to reflect upon yourself” - Sheik, Zelda and the Ocarina of Time. Rules are a key figure within a game, they define what the player are limited to, the game should control the player and not the other way around, the game should provide limitations of what the player can and can't do, which would then create and shape the world of the game. There are two type of rules; Visible rules which are rules which shows the boundaries of the game such as a wall which you can't cross, it's the developers way of telling the user this is the end of the road turn around. Rules a there to set the game straight to avoid people getting lost in the levels within the game which they shouldn't be in or not pre-pared for. Invisible rules have been in game since Mario, where the player would pick up the leaf and gain the flying ability but could on fly so high upwards until hitting the invisible wall. Even these days this is still being used to shape the world of the game, invisible walls and limited skies. this is an important element of games design and are applied to every part of the game. Goals/objectives/problems and choices Practically every game has a certain goal that the player is meant to reach during their time within the game, beside the main goals of the games

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