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A lot of games purposely abuse it. Generally mobile games make use of a concept that works like that, so much so that you are willing to spend a little bit of money to get that new cool thing that is hard to come by otherwise and rare. Something other people don't have.
Once you have done that, it is easier to spend a tiny more and soon enough it will be much more than a full game would be.
But Hades isn't all that much like it. Sure, it does have the same thing but there aren't really games that don't. The games that don't probably don't want anyone playing them.
Games generally serve one purpose: It allows people to escape real world and it comes with some dopamine.
I don't think it is fair to mention it here. Unless you go to every game ever to do the same. Hades isn't a game that abuses this system.
And the thing is, knowing how your brain works is something that everyone should know. If you are not understanding how addiction works, and you let yourself get addicted to stuff, then it's on you.
And if you do know, why would you need a game to tell you it's time to go outside? Are you that weak that you need someone to tell you what is good for you and what you should do with your life? (no offense, it's meant as a general question, not directed at you). I'd probably be annoyed if a game tells me to go outside and do other stuff.
Believe it or not this isn't the first time this kind of discussion has come up. There's a pretty substantial amount of discussion out there about the interaction of neurochemistry and certain game designs; just look at how any loot-based game works, your Destiny, Warframe, Diablo style action grind. I'd definitely recommend looking it up, it's most certainly a central element to how players engage with run-based Roguelite games on the Spelunky/Binding of Isaac template.
There's an argument that the dopamine cycle is an inescapable part of how these kinds of games operate, you can't have anything that involves anticipation of a result and not have our brains react in the way they've evolved to. If playing this or any game is something that ends up harming you or someone you know, maybe consider getting professional help. Fighting your own brain chemistry is not something that a periodic reminder in your fave video game is going to solve.
I don't know. Maybe I'm hooked because I genuinely like the game a lot (that's for sure part of it). But, I mean, some games are more prone to the "just one more turn" syndrome. We have all played Civilization. It's easy to think we want to play one more turn because we're having fun but really, with Civ, sometimes it's not really the case. Does it not happen to you guys too?
Definitely, but here's a question for you: how much experience do you have with run-based roguelike/lites? Things like Spelunky, Dead Cells, Binding of Isaac, Nuclear Throne, FTL even?
You know which game abused this a lot? WoW, apparently. They were masters at making the player feel like s/he did something productive after each game session.
I don't know, I don't think I have a problem personally. Maybe I didn't really come through. But sometimes it does take some effort to put the controller down and I think the structure of this game feeds into that, and I think breaking the cycle now and then would be appreciated by me, and I think maybe by other players too.
It would feel to me like a nice thing to do, is what I'm saying. But maybe it is just me.
Also: I'm kind of feeling bad about this thread, like I'm talking bad about people I like and a game I also like, but I still think the topic is relevant and the reason I bring it up here is precisely because I like SGG and I feel like I can disclose these things.
It's very much not the greatest, and it's the reason I'm careful not to play games like Destiny these days. The thing about WoW and other MMOs/Loot-based-multiplayer-things is that hacking the dopamine cycle is much more ripe for discussion of exploitation and abuse because that game *relied* on player retention. They needed people to keep playing, and so there was a definite incentive to not only make a game that people liked playing but one that people felt a *need* to keep playing.
With all that said, I do see your concern. Just know that you're entering a larger conversation here than SGG and Hades. Is this something that all roguelike developers should be thinking about? Is this where we start? Maybe with the knowledge that roguelikes have a tendency to become compulsive, SGG could consider having more frequent "rest" prompts for Zag to take a break once in a while, some way of creating those break points that help people maintain a healthy gaming lifestyle. It sucks that you're discovering this phenomenon here and now with Hades, which is hardly the worst example out there, but then again that's not a reason to *not* have this discussion. Just because you're not the worst doesn't mean you can't do better.
Your information is interesting, thank you very much, and I think I would be proud (out of the fact that I'm emotionally invested with this developer) if Hades was the first Roguelike to say "hey we're thrilled you like our game and we invite you to go stretch your legs and come like us again in five minutes". It would be sweet :)
"As in, imagine that sometimes this or that character in the House of Hades says "hey, you've had many escapes today, maybe chill for a bit?" [...] Maybe sometimes Zagreus gets tired sometimes and wants to take a nap, and that takes the player to a dark screen for a few seconds with a Hades logo or something and that's enough for the player to look away from the screen and see what time it is?"
I feel like this kind of dialogues or events would fit very very well in the game as it is.