29 Jul habit-id-n-tudu-1
The habit of going the wrong way
The Indika game recently released, in which the developers from ODD Meter openly criticize the player’s desire to collect all collectible objects. They explain this by the fact that when selecting items for a pixel effect, glasses are given, which, according to them, do not affect anything.
This is not quite. Some objects give achievements, and glasses help in the development of the plot. But I went through the game without collecting collectible objects, and without problems completed it.
This situation brought me to thoughts. Many players in games often choose a knowingly wrong path. We will not calm down until we check every corner around us. This behavior seems atypical for real life.
I never heard the game praised for interesting boxes. On the contrary, they often joke about question signs in Skellig in the Witcher 3 . Even the developers themselves can joke about this habit of players. For example, in God of War: Ragnarök, when the player raises some kind of garbage in Asgard, Heimdall reproaches him in theft.
Question: Is it really necessary? Does this habit spoil our impression of the game?
Reinforcement.
In secluded corners you can find useful things. Consumption materials, equipment may lie there! Ubisoft creates entire worlds where you can collect valuable items.
At the beginning of the 20th century, Ivan Petrovich Pavlov and Berres Frederick Skinner discovered that the promotion for the implementation of simple mechanical actions fixes these actions. Even when the incentive stops giving or it is given less often, such behavior is preserved.
For almost half a century, behaviorists explained all aspects of human behavior with the help of this theory. However, the human psyche turned out to be much more complicated and multifaceted than expected. Despite this, the experiments of behaviorists have repeatedly repeated and confirmed that this behavior is part of our psyche.
Is it always worth doing the way we are used to? Maybe sometimes it is worth abandoning unnecessary actions and just focus on the plot? Perhaps this is the right solution, but sometimes in games, for example, in Last of US or in horror sidelines at high levels of complexity there are not enough cartridges. In such cases, you have to look for them so as not to remain defenseless and be able to move on.
But the habit of collecting garbage and searching for corners is preserved in other games, without a shortage of resources. Currently, the games have become simpler, and there is no need to collect each item. It seems that we have stopped trusting the game developers.
At the end of the article, we will consider the possible ways to solve this problem, but for now let’s continue to analyze the reasons for the imitation of the homeless.
Zeigarnik effect
Bluma Zeigarnik once conducted an experiment. She invited the children to solve a riddle. One group finished work on a mystery, and the other was not. The next day it turned out that children who did not complete the work remembered the riddle much better.
The Zeigarnik effect is the psychological effect that a person remembers interrupted actions better than the completed.
Wikipedia
Magnificent demonstration of the Zeigarnik effect
Famous Gifs with a truck
We observe this effect in metro -vocational. The genre is built in such a way that we are shown the path, but do not allow us to go through it. And this causes frustration.
This effect suggests that we cannot get rid of these thoughts. Even if we run past a dead end, we will still think about it. Perhaps many people remember how KAT scenes forced us to interrupt the study and continue the plot? This is unpleasant.
Perfectionism
Sometimes I want to complete all additional tasks, collect all the items in a small or even large location, find all collectible objects, get all the achievements, pump the character before the maximum. And this is not bad. In games, perhaps, you can satisfy this desire. However, it is important to ask yourself the question: whether it was worth it? And, I think, it is worth remembering the answer when the next time you get another platinum.
But in real life, such a character trait can interfere and actively fight it with it. Maybe you should try to take advantage of experience from real life.
Let’s decide for the purpose of passing the game. Then it will be easier for us to move towards her, not being distracted by additional tasks. Yes, the cycle can remain incomplete, but is the most interesting content is not concentrated in the storyline itself? After passing, you will reflect on the ending and plot, about the battle with the boss or about the samovar, which has never been picked up? That is, even if we do not study the locations by 100%, it can also be exciting. Perhaps this is normal – to miss some parts of the game?
Let yourself make mistakes. Allow yourself to skip games and not go perfectly them. After all, the joy of an interesting dialogue can be much greater than from the location of the chest or collection of a bundle of grass. Why spend time on it? The game should not turn into routine.
If you have not passed any quest that opens an alternative ending, then when you are repeated passing your favorite game, you can see new content.
Abundance
Let’s talk about life and how people strive for abundance.
A person grows potatoes to sell it and be able to grow as much. But this is considered ineffective. In our society and in many other cultures, it is customary to strive to produce more than consuming.
For example, the Indians have a Potlach tradition – a holiday on which excessive benefits are destroyed. In ancient Rus’, feasts were periodically arranged, on which relatives and neighbors were treated. The feast was seen as a joint action that affects the welfare and fate of all participants. In our culture there is a word “survive”, which is often used with contempt or sympathy for people who consume exactly as much as they need. But such behavior in different cultures indicates a universal love for abundance.
Ah, do not argue anymore about “need”! The last of the beggars has a little excess in the most insignificant thing. Make nature to natural needs, and a person will be animals: his life will no longer cost anything. Do you understand that we need to have a small excess to be?
Shakespeare in “King Lyra
In our digital culture, the concept of abundance has acquired a new meaning. We live in a world where more and more information is available to us in digital format. This can lead to the fact that even having huge resources, we feel poor. The fact is that we are constantly faced with other people’s wealth through advertising, the media and arts. We see them in fantasies and thoughts, and this can cause us a feeling of dissatisfaction and suffering.
What is an abundance in games? When you go along the road, and at any moment you can turn. When you have so much money and resources that it will last until the end of the game.
By the end of a large https://1xcrypto.co.uk/ role -playing game, your inventory is full of various items. Thanks to Eyskyaldi for the screenshot.
Wandering aimlessly in the corners of the world is a way to create abundance or, conversely, a way to live in poverty? It all depends on how we perceive what is happening. Do we believe that what we have is enough for us to overcome difficulties? Or we believe that the game gives us more than we need? No matter how you play, remember that thoughts about prosperity are always pleasant. And thoughts about poverty can oppress.
Conclusions
So, what conclusion can we draw from this text? Like all animals with brain, we love to repeat the actions that led us to something pleasant. However, unlike animals, people are able to analyze these pleasant things and, using the willpower, force themselves to stop performing certain actions.
If we ignore something with an effort of will, then, according to the Zaygarnik effect, we can feel disappointment and think for a long time about an unresolved problem. However, the pleasure of an exciting battle with the boss or an unexpected ending can easily block this feeling.
In some games, we need to explore all levels to find rare resources. We transfer this habit to all other games, although this is not always necessary. Sometimes we just want to pass the game 100%to get all the achievements. This can be done, but whether this is worth the effort is a question that requires comprehension.
We usually perceive abundance as something positive, but what we consider with an abundance, everyone defines for himself.
Many players, without hesitation, choose alternative paths, while others are without a doubt strive for the goal directly. However, if we begin to reflect on different styles of passage and pay attention to our emotions, this can significantly improve our game experience.
Dead Space 2
The Last of Us
The Witcher 3: Wild Hunt
God of War: Ragnarök
The best comments
Many players in games often choose a knowingly wrong path. We will not calm down until we check every corner around us. This behavior seems atypical for real life.
Take as an example the activity that I like to engage – walking walking. I live quite close to work, I go there on foot. The path usually choose the shortest and most convenient. Well, perhaps that the parcel with the next bought from the Amazon should still be taken by unnecessary horseradish, then I make a hook but, again, along the most effective trajectory.
Another option is when I just walk. Especially if I walk in a foreign city where I have a couple of days and a couple of nights in the hotel. I choose an interesting point, lay the route in the navigator and … I go a longer route. In the wrong way. Well, because if the path were right, the navigator would not interrupt my music with a every minute vile saw and shouts “Turn to the left, no pancake to the left, but another left, well, again this moron Humanoid chose the turn”.
I do so because I want to study the new place in more detail, to find everything interesting that the next village can offer with a rich (by the standards of this village) history. Games are the same journey. It seems that there is a route, but I am hanging around the wrong ways in search of an interesting story, a beautiful look, or what else can I stumble upon there. It is a pity that a lot of games develops towards quantity, not the quality of the finds. Therefore, after some time, laziness becomes, and I begin to move to the marker on the map along the most optimal route. Just like a job. Eh.
I do not dispute what was said on the blog, I just want to say that the very fact of the study of the new world can already serve as sufficient motivation, provided that this world likes this world.
Various collectables – my curse. Unfortunately, when there is something to collect in the game, I’m trying to collect it. That this is perfectionism, okr or something else? I don’t know, but I continue to clean the card with a fork, collecting all the icons, sometimes useful, sometimes not. Sometimes this is a pleasant process (for example in Mad Max or Cyberpunk), but usually not really. For this reason, in recent years, I am increasingly avoiding games in the open world, whose gamemeracers seem to be completely crazy and lost their sense of proportion in their desire to keep the player as long as possible. I prefer something more corridor and fleeting. And if there is also nothing to collect there, and in general the holiday.
It is a pity that a large number of players consider the value of the game as the ratio of “The number of hours in the game/price”. Publishers see this and inflate games to the impossibility. Fortunately, it seems that this trend went a little to decline.
I will break all thoughts into paragraphs to make it more convenient to read.
Let yourself make mistakes. Allow yourself to skip games and not go perfectly them. After all, the joy of an interesting dialogue can be much greater than from the location of the chest or collection of a bundle of grass
Fundamentally wrong judgment. If there is an alternative path, then there is definitely something there. Then he was not just painted. Useful loot, interesting situation or just a beautiful location. If you just skip all obviously wrong ways, then an unrealistically large layer of content is missed. New weapon which is cooler than the previous. Which will give you pleasure from using. The new ability that makes its effects and the result so that it wants to use it. Exit to the balcony to inspect the whole city, and not just the whole game to walk along closed corridors. I personally enjoy in games with nonlinearity from the study of everything and the whole. I poke the buttons on the keyboard and get some result in the game. I see more than I might not see. I interact with the gaming environment. I literally play the game. If you set yourself the goal of the Popo to see the plot, then you can not play at all, but read a brief retelling of the game, or turn on the video on YouTube. The whole buzz is precisely that in the absorption of all available content, and not just lines of dialogs or killing another carcass with a large strip of health.
All reasoning about abundance generally overtake the sound logic of any adequate person. We luttrate every garbage dump because all the games are built according to the rule “take it for now”. If you do not confuse the entire location while you have such an opportunity, then, when the hyphenstic arises, you fall into a deep sense of frustration from the need to throw all your affairs and go back for 1 fucking branch that could be chosen earlier. I’ll just give an example – in the Abiotic Factor, at the very beginning of the game I packed a huge room with computers and had an abundance of basic resources before the current patch. I had a high not to deny myself something in craft at all. But when it came to biomaterials, it was already necessary every time a new craft opened up again and again to go farm to the pharmacies, instead of continuing to go through the game at a high pace. But in Valheim, I spare the iron with a dozen crypt,. Eternal deficit only infuriates and does not bring pleasure from the gameplay. In short – Ludomania in games is rational behavior.
Well, in general in the text, somehow everything is watery and sluggish. The presence of the ending with the results of what was said was especially disappointed. This is not the final idea of everything that was in the text, but a stupidly brief retelling. For what? Do you really think that there is at least one person who comes to honor the article and with the words “oh noe, I can’t read so many letters” immediately goes to watch the results? And to read all this to a person, it seems to me personally that they are forcibly trying to put the author’s opinion in my head. Here it is deployed, but here it is brief. You see, it is written 2 times, it means true. Well, I can’t note some inappropriate philosophical nonsense, as if from some kind of scientific article or book they pulled out paragraphs without observing the context. Just assembly of your favorite expressions. In general – the blog is written folded, but nothing. There is a frankly incorrect point of view that is pedaling the entire text. Read easily, but incho.
I have the same problem and the same result. The vaccinated perfectionism makes everything be collected, but the process of pleasure almost does not bring. I remember how I spent tens of hours on the cleaning and search for the dungeons in TES: Oblivion, until I found out that there may not be enough life to study all the generated locations of life. I had to make an effort on myself and delete the game. And the most nasty thing is that I still remember all these ragged quests and not cleaned dungeons. Looks like a zeigarnik effect on me works 100%
Club of dependent on achievements in games
Oooh, be Plyushkin and 100% Achovka my fad. I can spend hundreds of hours in open worlds and not strangle. After all, as the commentators above, these are beautiful views for screenshots and some healthy loot or piece of Laura. But when the incisions, for the sake of the cherished platinum, offer to pass the game 2-5 times … All these NG+ or the fork of the plot (or sid of quests) in the first parts of the passage … here is right Brrr.
Here probably everyone has their own approach to games. I’m usually the first half of the game Lazia is just everywhere, a vacuum cleaner every corner of the world, so I get acquainted with the atmosphere, configure myself that the adventure will be long, etc.D. well, I am looking for buns, or sometimes new quests, weapons and so on. But then, after the middle of the game, I get a little tired of this lesson, and in some games with huge worlds such as Horayzes or Valgalla, I already start to stupidly go on the plot, sometimes only distracting the quests. The only thing is in a witcher, Follychi, BG 3, probably enlisted everything he could, but rather exceptions, just the game came in too much. But how to go only in the plot in Open Vorldes, I don’t know, all the same curiosity, at least at first it makes itself felt
I will say to myself personally, I passed the assassin from the first part to Orijin inclusive. Vacuumed the games 100%, collecting everything. It was pleasant to clean the entire card, while if something missed something, then there was a feeling of completeness.
And surprisingly, other games – Edlen Ring and Remnant 2 helped me very well. In them, every secretion gives some kind of unique bun, each activity rewards with something significant. Yes, it’s still interesting for me to collect all these secrets, even if they are not for my current build. After that, I launched a new part of AS AS and when I performed activities, I had the feeling that I was spending time in an empty and the game quickly bored. So to speak, other games poured me that each activity should reward with something unique, and in other games where it is just stripping the questions on the map or the usual collecting of things that do not affect the gameplay-it was sharply arranged.
I agree, in pursuit of the meaning of the drawers with prey, I missed the world around them themselves.
I will give out another meaningless IMHO and stream of thought:
All this gathering and jogging on the anus of the world were imposed on us for the most part through Achivka.
well, like it earlier in some kind of arcade, what’s the difference – you collected 98 coins or 100? occasionally, of course, for this they gave something in the game.
Now we have Achivka everywhere. they click so cool. And you can pore before boys or girls your platinum.
And if some Achiva really hint that you can play otherwise, then other percent of 50 (we count all sorts of things for stupid passage in the first) – banal farm and gathering. Find all the coins, collect all the guns, forget the whole code, etc.D.
and there is also a layer of speedrannery. Why spend 12 hours on the game if you can go in an hour, but to get a skill you have to ditch 20.
And here the question arises. Why the hell will I go in the second circle in the name of gathering, if there is around the thousand, if not dozens of thousands of games, which are also all cool and interesting? We live only once – not so dofiga, + reality is not that it adds confidence that we will use it in full.
specifically in turning the wrong way, and the entry is not in those doors – the outfits recently (although earlier too) love to hide the world of horseradish understand where. By the plot, it’s clear, but if you want to know about the world, be kind to a dead end #437 hours four ago. missed? Go again.
Well, and to add meaninglessness to the comment. To each his own. Someone in every salmon collects everything that lies badly, someone simply appreciates the ENT game, and climbs into every NEW, someone set his own goal to go through. I have 5k hours in warf.
Great material! I read it with pleasure.
Discussions about platinum are my favorite pastime) once, when I knocked out my first platinum, my friend said: “Well, everything, it rushed! Now you get bogged down in this swamp.”
But, fortunately, it did not drag me at all. Only 3 platinums, literally in chosen games, and those not as stuffy as possible.
Personally, I still think that sometimes it is even better to abandon the game without mastering the main plot if you feel that it is tired. So at least positive emotions will remain from her.
P.WITH.: But I will not hide, the collection of trophies is as stupid and useless as it is pleasant.
Forgot to mention collect bles. Most linear games have points of non -return, and not to pick up garbage now on the path of passage means literally the reprint of the game again. That is, again, we save our time. Collecting all kinds of pieces in the open world is almost always micro shuttle. You need to climb somewhere or kill everyone on locations. That is, stripping all the questions on the map is also literally playing the game. He is the plot once, at the Chuf and that’s it, the game is completed. You were shown 10 locations out of 50 and you got your attraction. But you did not see and did not touch the lot of interesting things. You did not play the game, but looked at the cats and read the dialogs with a running timer of the played watch in Steam against the background. Why, if you can turn on the game without comments and get the same thing, except for the imaginary feeling that you have passed the plot and not some left type, because you pierced the keyboard to get from one story trigger to another.
About survival – here is generally au au author of the author. Low and condemned survival is when you are so poor that you can afford only food so as not to die. In another situation, you can be quite rich, but there is only when Golden, support the body and no more, without gluttony. So survival survival is discord.
I go and explore everything, not because I want to find something there, but because I am just curious-to find out what is there. A sort of walk.
Thank you for an interesting comment.
It is curious why we collected coins in childhood, although we did not understand why they were needed. Sometimes Siger Miyamoto showed us the way, following which one could find coins. Perhaps the point is the sound that they made? It would be interesting to study this topic in more detail.
It would be possible to study the issue of reducing value. I heard that at the end of the zero, a study was conducted in the Duma, which led to significant changes in the game design. At that time there was a lot of disputes that the games are not as good as before. Maybe in this study also about the number of rewards is said?
I agree in that Badile Assassin Chemde to gather all the “milonpitsot” flags if they give me some kind of “bun” for them.And so I have nothing to do?
The effect is the same as Zeigarnik, not Zeigarnik. She is a woman.
And what, in fact, is the blog?
“I passed GTA Weiss City 100% and everything I received – this stupid T -shirt”.
When you set the goal of “collecting a dohrenallion of objects in a vast world” and at the same time it is just a thing in which there is nothing but the desire to shove something into the game for gathering, it makes no sense to do this and there.
There are examples of a slightly different approach – let’s say, Evil Within, where you knock the keys from the statues hidden in the game, for which you will get nishtyaki later in the shelter. There is already some kind of gameplay justification in addition to “spend more in the game in the game, because, well, like that”. Or, for example, Alan Wake (and control there)-you can go through the game without collecting manuscripts and documents in principle, but they complement the world of the game, make it richer and more saturated and in a sense enhance immersion (although staggering in dark foggy forests or black corridors without light in search of pieces of paper is sometimes a separate type of masochism).
It seems to me that in the game from the very beginning to indicate that collectible objects hidden in the farthest corners of locations will bring you more than +1 to the counter, then even those who did not steam with the collection of all trophies before. And vice versa, if the game for finding these things simply says “well, well done, collect another 299” without additional bonuses – this will repel the desire to explore the world from the vast majority of players, and the positive experience of other games will not save here.
Sometimes it’s just stupidly interesting for me, but is it possible to climb there, and it is good if there is any secret there. Although you often have to look for the guides if I want to close all the Achivka, as I recently finished Jedi Fallen Order, it is quite easy to miss anything without guides in it.
But sometimes it is just a pleasant feeling of being hidden in sly things. When the BG3 re -re -re -valor mode, each race managed to find new secrets, and I’m sure I have not seen dofiga in everything yet.

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