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MINDFULNESS IN GAME DESIGN


Video game design has evolved rapidly and diversified since the 1950s. Many gaming devices have emerged, each with unique features shaping game-designing methodologies. The most noticeable change in game design is the growing focus on generating more profit for publishers or investors.


Every business requires profit to replenish production costs, and reinvesting is acceptable and understandable from the regular viewpoint. In the early stages, video game content was straightforward, relaxing, and sometimes contained a meaningful message about humanity.


Nowadays, video game content solely focuses on player competition. Psychological tricks and data science are used to make players spend more on virtual items. One common trick is the use of ranking boards, which are prevalent in MMOs at different scales (local, global, etc).


When we compare the previous and current periods of the video game industry, it's like yin and yang. Video games are more than just entertainment products or services; they can have a significant impact on consumers' lives. Therefore, we should carefully consider the balance between game developers' profit and the potential risks that could affect the audience. Personally, I take extra care when designing my games to minimize any negative impact on the audience. I refer to this approach as "mindfulness in game design" for now.


This practice may be challenging to apply in a big game studio due to financial pressures and the need to meet investors' expectations. On the other hand, indie or small game studios may be better suited to apply the "mindfulness in game design" concept. They are smaller, more flexible, and conducive to new ideas and concepts.

This concept is not a new invention. In other words, the game designer only needs to revive the traditional values from classical games in modern video games. Games should have a meaningful story or message and less violent actions or words.


However, reducing the negative impact on audiences may require us to sacrifice some of our benefits, but it's worth trying. Here are some specific things I consider:

  1. Addictive elements: The game should be attractive and exciting, but it should not be addictive. We should limit the playing time and psychological tricks to keep the entertainment value without consuming excessive time.

  2. Free to play: I dislike this monetization model as it abuses the efforts of content creators and forces game developers to use psychological tricks to engage players with ads or expensive in-app purchases. Free-to-play monetization is an unsustainable model for indie or small teams, leading to a race to the bottom.

  3. Loot box (Gacha): Game designers should avoid abusing this mechanism in free-to-play games. In my opinion, a loot box is a form of gambling disguised as a harmless feature. It could be replaced with a cosmetic item at a fair price to minimize the negative impact on audiences.

  4. Play to earn: I also dislike this monetization model as it shifts the game's focus away from being fun and stress-relieving. It is a get-rich-quick scheme, and NFT games are essentially a Ponzi scheme in the guise of a game. Honest game developers should steer clear of this model.



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