How to make a game ADDICTIVE

insightinsight Member Posts: 38
edited November -1 in Working with GS (Mac)
the best way to make a game is addictive, this is for all the tips for how 2 make a game addictive

Comments

  • TouchTiltGamesTouchTiltGames Member Posts: 1,162
    ?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    I think insight is hoping for others to post their advice how to make an addictive game. Maybe we can get a sous-chef to rename the thread to "Best ways to make a game ADDICTIVE?"
  • LordTarantorLordTarantor Member, PRO Posts: 890
    I guess I know what kind of addiction insight is talking about...
  • inceptioninception Member Posts: 74
    Has anyone really been far even as decided to use even go want to do look more like???
  • EatingMyHatEatingMyHat Member Posts: 1,246
    I think GS should add an 'addictive' behavior in 0.92 that you can drop into the scene. It seems that many devs around here are having hard time to implement addiction into their games, having it out of the box will be a killer feature.
  • NemezyzNemezyz Member Posts: 7
    If game is boring
    Then change attribute game to addictive :)
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    just add some coke?

    you just need an idea that people will like, and a reason for them to keep coming back.
  • DreamLabDreamLab Member Posts: 2,127
    Someone change the title to "what could make a game addictive" or something like that.
    here are things I look for

    I recently got shopping cart hero. last night I played it for 4 hours straight. Because 1- I wanted MORE upgrades. 2- I wanted to keep beating my score and to keep doing new tricks. Also I got the game *solipskier* and if you don't know what that is GO BUY IT!!! IT is soooo addicting. I never stop playing. I always try to beat my score. so here are some things to implement to make your game addicting

    --- Make an in-game money system with unlockables, upgrades, and achievements worth getting.
    ---- Give the buyer something to look forward too. Meaning in the game, there could be a certain world or certain weapon the buyer REALLY wants to get to. So make new things come in each level, world, ect.

    ---Cute animations. You can't go wrong with cool graphics and animations

    ---- MAKE IT HARD. You can start off the levels kind of easy to get the players confidence up. because if he plays the 3rd level and can't beat it, he quits. Thats what I would do.

    --- Make more than one game type or thing to do in the game. meaning add some new stuff in the upcoming levels. rotating platforms, idk.

    Here are somethings that I would take into consideration for me to click on an app and to buy it

    ----** If you want someone to click on your app, THE ICON MUST BE B-E-A-U-T-I-F-U-L. Seriously. I will NOT click on an app, unless the icon gets my attention or I have heard about the game.

    and to get someone to buy it. The screen shots have to be BEAUTIFUL as well. but also have to show the buyer what to do in the game as well. Try to make the icon and screen shots as beautiful as you can. Thats what gets the buyer to buy. I would at least spend a day, or more on that. The rest of the time, follow the above steps.

    those are all things *I* look for in a game. hope it helps a little.
    DL
  • RattleheadRattlehead Member Posts: 485
    Addictive to who?

    Like any sort of entertainment medium (books, music, movies), it really depends on who your target audience is. While it's true that certain games (a la Angry Birds) are able to drag in people who like games of all difference genre types, they are very far and few between.

    Some people will find RPGs addictive while others loathe them...

    Some people will like physics-based puzzles while others steer clear of them...

    Some people will love gripping stories while others will want Doom <insert version number here>...

    It totally depends on the person and I think at best, coming up with a definitive list of what makes a game addictive will be high level (but an interesting exercise nonetheless).

    But the inclusion of a Addiction behaviour wouldn't be the worst idea to be included provided it comes after Game Center integration.
  • insightinsight Member Posts: 38
    DreamLab said:
    Someone change the title to "what could make a game addictive" or something like that.
    here are things I look for

    I recently got shopping cart hero. last night I played it for 4 hours straight. Because 1- I wanted MORE upgrades. 2- I wanted to keep beating my score and to keep doing new tricks. Also I got the game *solipskier* and if you don't know what that is GO BUY IT!!! IT is soooo addicting. I never stop playing. I always try to beat my score. so here are some things to implement to make your game addicting

    --- Make an in-game money system with unlockables, upgrades, and achievements worth getting.
    ---- Give the buyer something to look forward too. Meaning in the game, there could be a certain world or certain weapon the buyer REALLY wants to get to. So make new things come in each level, world, ect.

    ---Cute animations. You can't go wrong with cool graphics and animations

    ---- MAKE IT HARD. You can start off the levels kind of easy to get the players confidence up. because if he plays the 3rd level and can't beat it, he quits. Thats what I would do.

    --- Make more than one game type or thing to do in the game. meaning add some new stuff in the upcoming levels. rotating platforms, idk.

    Here are somethings that I would take into consideration for me to click on an app and to buy it

    ----** If you want someone to click on your app, THE ICON MUST BE B-E-A-U-T-I-F-U-L. Seriously. I will NOT click on an app, unless the icon gets my attention or I have heard about the game.

    and to get someone to buy it. The screen shots have to be BEAUTIFUL as well. but also have to show the buyer what to do in the game as well. Try to make the icon and screen shots as beautiful as you can. Thats what gets the buyer to buy. I would at least spend a day, or more on that. The rest of the time, follow the above steps.

    those are all things *I* look for in a game. hope it helps a little.
    DL

    That Helped alot Thanks
  • StusAppsStusApps Member, PRO Posts: 1,352
    Hehe, opened this thinking it was going to be someone pointIng out that the word is "addictive" and not "addicting".

    Nothing annoys me more in AppStore reviews.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    This is a good blog on game psychology. You might find what you're looking for in here:

    http://www.gamesetwatch.com/column_the_psychology_of_games/
  • heathccheathcc Member Posts: 113
    For simple games, risk to reward propositions can be very addictive.

    This site has all kinds of resources around basic game design: http://www.gamasutra.com/

    H
  • QbAnYtOQbAnYtO Member Posts: 523
    pepsi :)
  • AsymptoteellAsymptoteell Member Posts: 1,362
    Meth. Like in my play, meth of a salesman.
  • GingerBGamesGingerBGames Member Posts: 390
    In my game Ninja Dojo, I've created two modes of play, Story Mode, and Assassin Mode. In the Story mode, you train to be a Master of Ninjitsu, or you last as long as you can trying to get the next highest level colored belt. Each belt then unlocks and achievement in your "Wall of Honor", or achievement board. I thought this would help with people always wanting to try and get another belt. The emails I've received actually support that.

    In the Assassin's Mode, you have have 60sec. to last as long as you can with all the other Ninja's coming at you, progressively getting more difficult. This turned out to be a very fun and addictive game, that friends, family, and my self enjoy. And according to the emails I've got customers as well.

    One of the feedbacks actually suggested perhaps a story mode. That was some good feedback.
  • consolcwbyconsolcwby Member Posts: 2
    Okay, making a game addictive is a pretty elusive element for most developers. I would recommend watching EXTRA CREDITS episodes 'Easy Games', 'The Skinner Box', and 'Achievements' to get a good feel what developers do to get to that elusive element: ADDICTION. For myself, I find their short videos to be some of THE BEST on the state of game development.

    I find myself in total agreement on their brief talk on PACE. A game with a great pace and easy mechanics can usually place players in a kind of ZEN-MODE which can create, in turn, a desire to play again once the game ends. Think of playing TETRIS at > level 9. The person stops thinking, and becomes one with the game. If their experience is good, and the play rewarding to them, they will find it 'ADDICTING'.

    I'd place a link, but I'm not sure of the rules, so googal EXTRA CREDITS and take a look-see. :)
  • devjohnsondevjohnson Member Posts: 94
    Working on my first app, but I would say the game will need to have a polished look to it. Which means you probably need someone who knows graphic design fairly well. I don't, but I'm trying my best.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @consolcwby Cheers for posting, there's some good stuff to think about on the extra credits site.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Addictive is not good... Heroin kills people.

    Ace
  • consolcwbyconsolcwby Member Posts: 2
    shaz said:
    @consolcwby Cheers for posting, there's some good stuff to think about on the extra credits site.

    Thank you shaz, I'm just trying to contribute as best as I can. Although not related to the discussion at hand, but (which I find) to be another excellent resource for general game design, is Chris Crawford's THE ART OF COMPUTER GAME DESIGN. An electronic version can be found here:
    http://library.vancouver.wsu.edu/art-computer-game-design
    It may have been written a long time ago, but the concepts are still as valid now as it was then.
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