What is this addictive game structure called?
July 29, 2007 10:23 AM
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There's a certain fiendishly addictive structure in video (and other) games, and I'd like to know if anyone has named it or researched it.
I'm not much of a gamer, but I have stayed up some very late nights playing
Civilization and (wayy back)
X-Com: UFO. There's a very basic structure to those (and many other) games, one I'd like to research and especially try to apply to the classroom. But I don't have a simple term for that structure, and I wonder if anyone knows one.
I'll try to describe the form: By taking on challenges, you gain new skills, technologies and opportunities to build; which in turn expand your ability to take on novel challenges; which get you new skills, technologies and opportunities to build; which let you take on novel challenges which ... and so on
ad infinitum.
(The
Tech Tree for Civilization IV might give a notion of the branching-upward structure. Each new technology makes you better able to move towards the next, which makes you better able to move towards the next...)
It's probably a basic cycle in many games (Dungeons and Dragons, perhaps Settlers of Catan). Most of these games are
turn-based -- but just calling them
turn-based doesn't capture that loop of attainment-leading to challenge-leading to attainment (getting that next thing that will help you fight to get that next-next thing) that makes these games so addictive.
I'd love to put that mechanism to use in the classroom, but I don't know if A) anyone has invented a generally accepted term for it; and B) if it has been researched or modeled in idealized form. Any help is most welcome. (Brainstorming what it ought to be called -- feh. I can do that.)
posted by argybarg to grab bag (23 comments total)
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posted by fiercecupcake at 10:30 AM on July 29, 2007