Planning – The Core Reason Why Gameplay Feels Good (2017)
frictionalgames.blogspot.com
frictionalgames.blogspot.com
Fishes don't experience the world at all like humans do, so comparing one sense (visual) and drawing conclusions from there is just anthropomorphism. There's a lot more to detecting their environment than vision: https://en.wikipedia.org/wiki/Sensory_systems_in_fish
The original post is straight up anthrocentrism.
The part discussing video games is great, though.
That's too extreme a statement. Fish and humans share many analogous structures, therefore we must share many perceptual experiences as well. "At all" is too broad.
Humans are a refined superposition of parts from our biological ancestors, some of which were fish.
The more open world the game is the more popular it tends to be. It lets people satisfy their own particular motivations.
I spent some time playing Rust recently. That game is downright deserving of a psychological study. It is something else to be out harvesting rocks to build a house and get stripped down and robbed by a pack of astonishingly rude 12 year olds who have fully immersed themselves in a 'lord of the flies' mindset.
If we're going to call split-second decisions a type of "planning", than I'm not sure what isn't planning. The article mentions Dear Esther, but that has very little gameplay at all.
Personally, I generally prefer games that prioritize quick decisions and reactions over careful plans. I do enough of the latter in my daily life.
Things that don't involve decisions, for example.
If you think planning quickly isn't planning anymore, what do you think it is instead?
I suppose a pure reaction time test, but of course that's boring. And some rhythm games, maybe, but those are actually a lot fun despite the lack of "planning".
All of it does, but it's on a spectrum of complexity. "Continue to walk forward or maybe to pause for a bit" is still a decision, it's just not every complex.
> some rhythm games, maybe, but those are actually a lot fun despite the lack of "planning".
And the lack of making decisions. So the question remains, at what speed does planning cease to become planning? When a certain amount of it is done subconsciously or by muscle memory? Where would you draw the line?
Games of chance! Sorry, chutes and ladders, candyland, etc. Similarly knowledge games (trivia), or indeed entirely reaction games.
Empirically, I do like revisiting the same songs on rhythm games so that I can anticipate the hard parts and practice them. That wouldn't make much sense if it's just about music and dexterity.
FPS and racing games sat much better with me because the feedback loop is incredibly tight (and it's back to no when we're talking adjusting suspension in the garage). I guess I was like that fish, but give me instagib railgun, and it's time of split-second decisions for an hour.
The irony, of course, is that I had to get good at making longer-term decisions to be able to apply such examination to myself and see why it's useful in the first place.
Finally, I realized I need to pick big games apart into smaller exercises, to see which choices work and which don't. To make a playground with a shorter feedback loop where I could test my decisions before jumping into the real thing. You know, like a game.
If you play chess fast it does not take half an hour to see the results of a bad decision. In a few turns you would see things fall apart after a bad move.
Notably, those who can't really play tend to not feel that way.
I don't get that from chess, but I do get it from instagib railgun. The problem is, the other player see as clear as a falcon enhanced with some kind of alien nanotechnology, so I get owned, but I still often notice with amazement how many decisions and thoughts fit into a few seconds, it really does feel like time is slowing down by lot. I glance at some timer, a bunch of stuff happens, I glance at it again, and think "I can't believe only 4 seconds passed during all this".
It does! Not only that, but after such a game the brain is working faster, so the feeling persists. No coffee can give that effect, and it's the thing I really miss from my FPS days.
However, videogames aren't necessary for that: other activity that needs you to act way faster than usual works about the same. (That becomes easy to notice when your days consist of the same old stuff...) I guess some people use extreme sports for that, but personally I'll have to find something more forgiving.
A game of chess doesn't need to take half an hour. It can take 15s (7.5s/side for the entire game), e.g. https://youtu.be/G2AMN9tHSB0?t=503 Edit: Here's a bunch more games with that time constraint to show they don't all end by running out of time https://youtu.be/6ieWb3LLBmM?t=380
Don't start trying to play 15s games. But I find 4-6 minute games (2-3m/side) to be perfectly playable even at a low level.
The most popular time controls to play chess online seem to be 1 0 and 3 0 - i.e. you have 1 or 3 minutes total to play every move in the game, so the game lasts 2 or 6 minutes maximum. That seems crazy fast to me, but e.g. watch grandmasters play banter blitz on chess24[0], and 3 0 seems quite leisurely, most of the time. (3 0 means 3 minutes to start, with 0 seconds added after each move.) I prefer 5 12, 15 10 or something where you have time to think, to plan. There's not a lot of planning in blitz chess, they mostly play by intuition, playing whatever move feels right. There's no time to think about complicated tactics or formulate a complex plan.
The images he used in the post were perfect to illustrate this too.
So I do enjoy DDR up to, but not past the point where planning ceases to be something I can do in the moment, and transitions into something I must through repetition and practice.
I stopped playing once I understood what I'd have to do to get good.
This is the history of human cultural and technological development summed up in a sentence.
This is mostly why people stop doing any activity for leisure - when the ideal path to success is a path that feels time consuming and wasteful to pursue. it's why i could never pick up gardening. gardening ideally means dealing with fertilizer and handling pests,both of which i dislike. i realized what i liked was the routine of watering plants - which i satisfy by having a couple of cactuses in the house and a spray bottle.
https://rifters.com/real/2009/01/iterating-towards-bethlehem...