|
|
|
|
|
by random9749832
218 days ago
|
|
I watched a lot of Sakurai's (Smash Bro's director and creator of Kirby) videos on game design and development and not once did he bring up "dopamine" or any other neurochemical. I think once you start thinking about game design from this perspective you are essentially looking for ways to exploit human psychology which explains how a lot of games have now turned into casinos. Some of the best games out there defy a lot of prior design knowledge or things most people don't like but still have a cult following (look at Death Stranding) (Dark Souls made difficulty cool again when everyone else was trying to be "accessible"). The best games are also probably by people who were just passionate about bringing a certain idea into life because they themselves want that thing (Pokemon got a lot of its inspiration from the creators childhood exploring outside) not because people will get addicted to it. I understand treating game design as a science to some degree but it rubs me the wrong way. |
|
That doesn't mean that it has to be bad or destructive! Fun is a positive thing, and most game designers I've met from across the industry are in it because they just want to make people have fun.
Dopamine release is a bit of a curio, really. You don't make design decisions based on optimising dopamine release; there's no way of doing that. But it's interesting to know the physiological reasons why people think that things are fun, and it's useful evidence when building a framework such as Raph's.