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There are 9 results found for ""Think Design"⊂mit.x=11⊂mit.y=9"

Think Design : The Paradox Of Choice

A New Series Begins Welcome to the first in a new series here on the VFS Arcade! In Think Design, we’ll be taking a look at some cool theories in human psychology that can help us design better games. Some of the questions we’ll tackle in upcoming posts include: Why are teams always so confident that their new game will be a hit? Why is it good to play games you hate? Why do some people spend thousands of dollars on free to play game…

Think Design : The Overconfidence Effect

I’m going to make a prediction. If I’m right, you have to read the rest of this post. Deal? Okay, here goes… If you work in the games industry, you have been on a game project where at least one of these things happened: You had to cut features. The game went over schedule. The game went over budget. I knew you’d still be reading. Almost every project in our industry suffers from one or more of these outcomes because of something called the Over…

Think Design : Social Proof

Update: Wow, apparently this article is one of the most read posts on the VFS Arcade! GTA V just came out. Tons of people will buy it. New console launches are happening within the next few months. If you’re anything like me, and I think most gamers, you will feel compelled to buy most or all of these things as soon as you can. Why? Because of something called Social Proof. (Admittedly, the force of In-Group Out-Group Bias is also at play here,…

Think Design: The Endowment Effect

Close your eyes, and… No, wait! Don’t close your eyes, or you won’t be able to read this post. Okay, keep your eyes open, definitely keep your eyes open. Now imagine your home. Imagine walking through it, from room to room. See your belongings exactly as you have them. Your furniture, artwork, electronics, clothes, everything. Now think of something you own that is valuable to you. Got something in mind? Great. How much would you sell it f…

Think Design : Cognitive Dissonance

he line, he realized he was going to have to get out of line. His parents really felt bad for him, and were starting to console him when he said, “It’s okay, I didn’t want to go on it anyway.” If I’ve waited in line for 90 minutes, this ride must be amazing! Alright, so now that we know what cognitive dissonance is, and agree (hopefully) that we all try to resolve it when it happens to us, how can we use it to improve our game design? First…

Think Design : Anchoring

rticipants into three groups, and had them play Plants vs. Zombies on PC. Before playing, researchers told each group about expert review scores of the game. One group of players was told that critics gave the game a score of 91, one group was told that critics gave the game a score of 61, and the third group wasn’t shown any reviews. What do you think happened? Mmmmmm, delicious scoooooores. Oh, and brains! Braaaaaiiiiiinnnnns. The Positive Revi…

Think Design : The Fear Of Regret

The Fear Of Regret This post will be up for today and tomorrow only, so read NOW to learn valuable secrets so that you will never feel regret again! Okay, probably not. But it kept you reading, right? Last chance offer! Buy now, supplies are running out! There’s a lot of interest in this property, so if you like it, you better act fast! Call in the next 20 minutes and we’ll double your order! We’ve all heard messages like these. They are intende…

Think Design : The Sunk Cost Fallacy

Have you ever watched a crappy movie all the way to the end? Have you ever stayed in a bad relationship? Finished your college degree even though you disliked the major you chose? Stayed at a job that you hated? Held onto a stock that kept going down? Kept playing a terrible game because you figured it just had to get better at some point? If any (or all) of these is true, don’t worry about it. The reason we do these things is because of the Sun…