Why is this game so friggin addicting?

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nicolas.b
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Why is this game so friggin addicting?

Post by nicolas.b »

i try to testdrive lots of games in the hopes of finding the next VP or arma or the next WF, but usually they only last a couple plays before i get bored and move on. and you never know what's going to be that addictive game that really grabs you and what turns out to be a pretender. case in point: the recent "hamsterball" game (raptisoft.com/hamsterball.shtml) is very cute, very slick, very modern, very humorous, and yet... and yet... just doesn't manage to hold my interest.

yet here we have a game which is not exactly a puzzle game, and not exactly a bust-a-move game, has very boring graphics, and yet which i just can't stop playing. "one more level" or "let me add another color brick and see if i can solve at that skill".

http://brickshooter.com/

Image

EDIT: if you play, be sure to start with only 5 colors!
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n54
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Post by n54 »

i know what you mean!

i recognize that game from somewhere, i think it reminds me of some mame game, looks like a good puzzlegame.

i think it's easy to get "spoiled" with such gems like armagetron and warning forever, after all such levels of longtime playability just isn't common in the average game unless one is extremely interested in shooting ppl or virtual (self)enslavement. i'm convinced it has to do with the simplicity of the actual gameplay, to be precise: unrestricted simplicity which means that even though you basically do the same all the time it's always different in some way.

in armagetron i think it's because of the human players and maybe to some degree the multitude of different server configs possible as well - still all one really does is turn right or left

in warning forever it might be because of the "development ai" of the bosses and difficulty, maybe this game ceases to be fun if one gets to level 25 and it ends - i don't know yet

nethack is very different as it is increadibly complex and very hard. i guess many don't like it although i haven't heard of (m)any who has played the game like 20 times and still be able to quit forever... how many games exist where players play for 6 or even 10 years without ever once completing the game? ascensions in nethack carries enormous respect as a result

anyway i think the important parts are:
- a relatively simple idea (even nethack has this, after all the whole point is to go down 27 levels, pick up "the package" and return)
- not being easy while not being completely impossible (i'd rate armagetron, wf, and nethack in that order as to difficulty)
- a very high degree of variation, taunting the player further all the time. human/server/lag element in armagetron (yes i actually think lag increases the playability of the game in the long term, it's the ultimate foe), the boss evolution in warning forever, the random autogeneration of everything(!) in nethack as well as the tens of different starting characteristics available.

that said i do long for half-life² :D (but the singleplayer game probably wont have much replayability in itself)
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Post by nicolas.b »

nice analysis node, and you make me want to get back into nethack games a bit. :)

i'm not totally sure if this is redundant to your point, but i think games last that are easy to learn yet have lots of technique both to discover and master. after the initial romance between the player and the game the graphics and sounds become much less important, even invisibobble.

in "brickshooter" i am still discovering and refining techniques. in arma i'm know a lot of technique but am kind of training my neurological pathways to ingrain them better and to execute them more efficiently.

these games are really physical-biochemical training and testing grounds, lol.
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Post by n54 »

excellent point and much better put than me :D
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subby
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Post by subby »

Did you guys ever play "impossible mission" on the C64. It was one of those games that was really impossible as far as i was concerned but was simple to learn with simple rules and entertained us kids "foooooreverrrrrrr"

The setup:
A random generation of rooms leading away from 6 or so elevator shafts. To the left or the right
The only way to get to another elevator shaft was to go through a room. With in the rooms there were robots that would either:
a) Just stand there zapping a sertain distance every couple of seconds
b) Move left and right on a level and zap at the ends in bot directions
c) chase you as soon as you were on a level (the robots where much faster than you) and zap you

I can't rember if you had 1 life or 3.

In these rooms you had to collect puzzle pieces behinds objects such as computer terminals, furniture and the alike. Once you had a certain amount of puzzle pieces you could go back the elevator shaft area and then try and figure out some of the puzzle piece. The were superimposed ontop of each other and , you could turn them and mirror them. There were about 4 pieces to each puzzle and about 10 or more to solve (I never got more that 4!)

In the rooms you had little elevator that you could go up and down the levels with the diffrent robots and furniture. Once the platforms where up and you fell down to a lower level, youi could reset the levels by going to a terminal screen and using a 'pass' to reset them, but these where limited. Offcoure if you fell through the bottom level you would die and a lovelly "aaaaargggggggg" would screemed by the C64

You could get more platform elevators reset passes or robot dsiabeling passes by going to a special room where you would listen to 3 notes and you had to repeat it in the same order. Once you got that pass, you got 4 notes, then 5 then 6 then 7 and then damn hard with 8!

Once you had all the puzzles you were to go to a special room and pass a door, where you had one more thing to do, but i never got to that. There were urban legends that some people had but i doubt it :)

Oh and offcourse there was a 2 hour time limit, just to make it impossible :)

anyway it was 3 games in one, simple to learn, random generation of where the rooms where, what were in the rooms and where, ie robots and furniture, and then where the puzzles where hidden, were also random. Not all furniture had a puzzle piece. So there could never be a walk through like most games to day, it always evolved into a new puzzle, just as impossibe as the previous.

Ok now i need to take a breath :)


On a side note, it was amazzing that they could make the C64 talk. After all they only had about 48KB of memory or so (the rest was OS) Which fit the whole game and some speech.
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Post by nicolas.b »

yeap, a classic game! you had a limited amount of time, btw, and you'd lose time whenever you died a death (just like 'WF').

only thing, i tried the sequel fairly recently and it was just weird, IMO. they tried to do some 3D stuff and it just didn't work IMO. i'd post some screenies, but i'm lazy, stressed, and weird. :)
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Post by subby »

nicolas.b wrote:yeap, a classic game! you had a limited amount of time, btw, and you'd lose time whenever you died a death (just like 'WF').

only thing, i tried the sequel fairly recently and it was just weird, IMO. they tried to do some 3D stuff and it just didn't work IMO. i'd post some screenies, but i'm lazy, stressed, and weird. :)
ahhh yes thats right but i dont think it was unlimited, it was 10 hours or something and offcourse everythime you died you lost a couple hours or so because i rember the time running out.
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