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How to achieve behavior shaping in high degree of freedom games

Analyze how video games inspire readers.

The evolution of contemporary technology, coupled with its convergence with diverse artistic disciplines, has significantly broadened the spectrum of gaming genres, giving rise to a plethora of experimental and experiential titles. Simultaneously, there has been a surge in games that have stretched the boundaries of traditional gaming paradigms to their zenith. Using Red Dead Redemption 2 as a case study, we can dissect and scrutinize the behavioral science underpinnings embedded within its gameplay mechanics. Our aim is not only to illuminate the psychological principles at play but also to inspire readers to apply a similar analytical lens to games they are acquainted with, fostering a deeper appreciation of the design and intent behind these interactive narratives.

Let us delve into Red Dead Redemption 2 and examine how behaviorist concepts are woven into its fabric, influencing player engagement and behavior.

Reinforcement

  1. Honor System: Positive Reinforcement: Players can earn Honor points by assisting Non-Player Characters (NPCs), rescuing injured individuals, or completing morally upright quests. This strengthens the inclination of players to exhibit positive behaviors within the game. Negative Reinforcement: Avoiding negative outcomes, such as reducing one’s wanted level by refraining from committing crimes or surrendering when pursued, encourages players to contemplate the repercussions of their actions.
  2. Quests and Achievements: Fixed Ratio Reinforcement: Rewards are given to players after completing a set number of tasks or reaching certain objectives, such as new weapons, gear, or cash. This motivates players to undertake additional missions. Variable Ratio Reinforcement: Random events and treasure discoveries, like unearthing hidden artifacts or stashes, offer unpredictable rewards that heighten the appeal of exploration in the game.

Punishment

  1. Law and Order (Positive Punishment): Criminal acts increase the player’s bounty level, triggering NPC sheriffs and other law enforcers to pursue the player. This penalizes unlawful actions and encourages adherence to the rules established within the game’s universe.
  2. Resource Management (Negative Punishment): If a player excessively hunts animals without leaving sufficient food for the wildlife, the ecosystem suffers, leading to a depletion of available resources. This serves as punishment for irresponsible behavior, teaching players the importance of sustainability and the consequences of overexploitation. These elements of punishment within games, whether positive or negative, are designed to simulate real-world consequences and imbue players with a sense of responsibility and awareness regarding their in-game actions. Through these mechanisms, games can serve as educational tools, subtly imparting lessons about the impact of one’s choices and the value of compliance with societal norms and environmental stewardship.

Schedules of Reinforcement

  1. Fixed Ratio Reinforcement: Collecting Items: Within the game, players often encounter scenarios where they must gather a specific quantity of particular items in order to unlock new tools, equipment, or quests. For instance, collecting a certain amount of herbs to craft supplies, or catching specific types of fish to unlock advanced fishing gear. This structure of “collect X number of items” is an example of fixed ratio reinforcement. Hunting Challenges: There are numerous hunting challenges in the game that require players to kill a designated number of a certain type of animal. Upon reaching this specified quota, players receive rewards such as experience points, money, or unique items. This setup of “kill Y number of animals” adheres to the principle of fixed ratio reinforcement as well.
  2. Variable Ratio Reinforcement: Random Events: In the open world of games, players encounter a variety of random events, such as run-ins with bandits, aiding NPCs in distress, or discovering hidden treasures. These events do not follow a predictable pattern, leaving players unable to anticipate when the next one will occur. This unpredictability encourages continuous exploration of the game world, driven by the anticipation of the next unexpected encounter, which is a manifestation of variable ratio reinforcement. Fishing: While fishing may incorporate fixed ratio elements, such as catching a certain number of fish, the fact that different types of fish appear at various times and locations introduces variability. Players are unsure what kind of fish they will catch on their next attempt, and this randomness prompts repeated efforts to catch rarer species. This aspect of fishing exemplifies variable ratio reinforcement, as the uncertainty of the rewards keeps players engaged and striving for that elusive catch.
  3. Fixed Interval Reinforcement: Certain activities, such as fishing or hunting, reset at specific times, necessitating players to return periodically to reap rewards. This fosters habitual behavior and encourages repeat visits to the game.
  4. Variable Interval Reinforcement: Random occurrences in the game world, such as coming across people in need of assistance or encountering bandits, happen at unpredictable intervals. This incentivizes players to remain vigilant and to explore the game environment, as the timing of these events is uncertain, adding an element of surprise and excitement.

By integrating these behavioral strategies, Red Dead Redemption 2 not only entertains but also educates players about the consequences of their actions, encouraging reflection and strategic thinking. This multifaceted approach to game design invites players to engage not just as passive consumers but as active participants in a living, breathing world.

We encourage you, dear reader, to take up the challenge of analyzing a game of your choice using a behaviorist perspective. By doing so, you will gain a richer understanding of the subtle yet powerful ways in which games can influence and mold human behavior, transforming mere play into profound experiences that resonate long after the controller has been set aside.

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Game Psychology: Understanding Player Mentality and Game Design

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