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	<title>Comments on: Gran Turismo 4: Cognitive Dissonance</title>
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	<description>Inductive Game Design Research</description>
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		<title>By: Rhue</title>
		<link>http://gamedesignreviews.com/reviews/gran-turismo-4-cognitive-dissonance/comment-page-1/#comment-51237</link>
		<dc:creator>Rhue</dc:creator>
		<pubDate>Mon, 27 Feb 2012 16:33:47 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=35#comment-51237</guid>
		<description>I enjoyed this article a lot and would like to chime in a bit about how this relates to my experiences with achievement points.   (I don&#039;t have a clear point in mind, so this might be somewhat of a ramble.)

I would like to attest to the psychological power of achievement points.   I have been playing games on the 360 since it was fairly new, and I have to say that they have become such a large part of my gameplay experience that they feel painfully lacking when I play games on other platforms.   (Steam achievements and playstation trophies don&#039;t scratch the itch for me because they don&#039;t have numbers!  The whole point of achievements is the feeling of accumulation, which only truly matters because other people can see(!), which both other systems completely lack.

Besides the simple satisfaction of accumulating a (meaningless?) number, achievements have goaded me into interesting gameplay situations that I never would have taken part in without them.  

The most notable example of this was oblivion.  (All of this is going to be spoilery if you haven&#039;t played Oblivion.    All of the achievements in oblivion are attached to &quot;ranking up&quot; in the various factions of the game world.   Now, if I had been left completely alone in oblivion, I wouldn&#039;t have even known that these factions were anything more than minor sidequests, and in some cases I might not have even known they existed!    You have to go through surprisingly elaborate and somewhat unintuitive methods to even gain entrance to some of the guilds.    (I seem to remember spending around an hour trying to trail a paranoid halfling around a city, justifying the paranoia which caused me to trail him in the first place!)   If I had been left to my own devices, I probably would have given up on the first guild when they told me I had to go across the entire world to another town to try to join in the first place.

Yet, if I had given up on all of those side quests, what ended up being a rich and fulfilling 70+ hour game would have been over in around 5 hours as a result of barreling through the uninspired and uninteresting main quest.    Those guilds held pretty much every interesting and memorable moment I have of that entire game.

More importantly, Oblivion&#039;s achievements also forced me to think more deeply about my character&#039;s motivations.    Left to my own devices in RPGS, I tend to play a rather strictly Lawful Good sort of character, a bit of mindless and cheerful wish fulfillment which can leave a game experience feeling a little bit shallow.    However, a sizable chunk of the achievements involved infiltrating guilds of thieves and assassins.

Somewhere along the line, I forgot that I was infiltrating the various guilds because of achievement points, and I started to feel like I was doing it because that was what the character I was playing felt was necessary.   I hit a point where I had to stop and examine my character&#039;s recent actions and really think deeply about how the same character who had earlier been protecting people from bandits and picking flowers was now slipping people poisoned apples (you had to steal all the other food in their house too so they would eat the apple!) and slipping people enchanted hats that lit them on fire.  (The &quot;AAA DEATH HAT&quot; was named as such because sleeping individuals put on clothes alphabetically when they woke up.)   

I eventually realized it made sense as a story about an individual who had decided that the ends justify the means.   This was someone who would be everything for everyone and do whatever it took to make the connections it would require to become truly powerful.   She ended up taking control of the assassins guild and killing all of it&#039;s members, being the leader of all of the other guilds, and becoming incredibly friendly with all of the rich, powerful, and royal individuals in the realm.   This was an individual who could silence, bribe, blackmail, charm or eliminate anyone who acted in a way that she disagreed with.   She became sort of a shadow empress, exerting her will upon the land; a magneto or a doctor doom sort of character.

This was cognitive dissonance at it&#039;s most powerful!  Not only did it change what I was doing as a player, it jarred me inextricably into immersion by making me feel like I had been self-motivated(!) to do things I normally would never have wanted to do.

Look at how far what I ended up with was from what would have happened!   Instead of that rich and complex and memorable experience, I would have had a forgettable 5 hour campaign about a heroic knight who killeded some demon...monster...vampire...things and saved some boring rich dude who turned into a dragon or something.   Yet, if I had wanted a short and shallow experience like that, nothing at all was forcing me to change my behavior.

That isn&#039;t to say that achievements always have such a positive effect.   I spent about 10 hours trying to complete a pile of insultingly badly tuned movement challenges in one of the spiderman games before giving up on the entire game in disgust.    What would have been a somewhat satisfying junk food game became a hideously unsatisfying arcade stunt web swinging simulator thing.   Ugh.</description>
		<content:encoded><![CDATA[<p>I enjoyed this article a lot and would like to chime in a bit about how this relates to my experiences with achievement points.   (I don&#8217;t have a clear point in mind, so this might be somewhat of a ramble.)</p>
<p>I would like to attest to the psychological power of achievement points.   I have been playing games on the 360 since it was fairly new, and I have to say that they have become such a large part of my gameplay experience that they feel painfully lacking when I play games on other platforms.   (Steam achievements and playstation trophies don&#8217;t scratch the itch for me because they don&#8217;t have numbers!  The whole point of achievements is the feeling of accumulation, which only truly matters because other people can see(!), which both other systems completely lack.</p>
<p>Besides the simple satisfaction of accumulating a (meaningless?) number, achievements have goaded me into interesting gameplay situations that I never would have taken part in without them.  </p>
<p>The most notable example of this was oblivion.  (All of this is going to be spoilery if you haven&#8217;t played Oblivion.    All of the achievements in oblivion are attached to &#8220;ranking up&#8221; in the various factions of the game world.   Now, if I had been left completely alone in oblivion, I wouldn&#8217;t have even known that these factions were anything more than minor sidequests, and in some cases I might not have even known they existed!    You have to go through surprisingly elaborate and somewhat unintuitive methods to even gain entrance to some of the guilds.    (I seem to remember spending around an hour trying to trail a paranoid halfling around a city, justifying the paranoia which caused me to trail him in the first place!)   If I had been left to my own devices, I probably would have given up on the first guild when they told me I had to go across the entire world to another town to try to join in the first place.</p>
<p>Yet, if I had given up on all of those side quests, what ended up being a rich and fulfilling 70+ hour game would have been over in around 5 hours as a result of barreling through the uninspired and uninteresting main quest.    Those guilds held pretty much every interesting and memorable moment I have of that entire game.</p>
<p>More importantly, Oblivion&#8217;s achievements also forced me to think more deeply about my character&#8217;s motivations.    Left to my own devices in RPGS, I tend to play a rather strictly Lawful Good sort of character, a bit of mindless and cheerful wish fulfillment which can leave a game experience feeling a little bit shallow.    However, a sizable chunk of the achievements involved infiltrating guilds of thieves and assassins.</p>
<p>Somewhere along the line, I forgot that I was infiltrating the various guilds because of achievement points, and I started to feel like I was doing it because that was what the character I was playing felt was necessary.   I hit a point where I had to stop and examine my character&#8217;s recent actions and really think deeply about how the same character who had earlier been protecting people from bandits and picking flowers was now slipping people poisoned apples (you had to steal all the other food in their house too so they would eat the apple!) and slipping people enchanted hats that lit them on fire.  (The &#8220;AAA DEATH HAT&#8221; was named as such because sleeping individuals put on clothes alphabetically when they woke up.)   </p>
<p>I eventually realized it made sense as a story about an individual who had decided that the ends justify the means.   This was someone who would be everything for everyone and do whatever it took to make the connections it would require to become truly powerful.   She ended up taking control of the assassins guild and killing all of it&#8217;s members, being the leader of all of the other guilds, and becoming incredibly friendly with all of the rich, powerful, and royal individuals in the realm.   This was an individual who could silence, bribe, blackmail, charm or eliminate anyone who acted in a way that she disagreed with.   She became sort of a shadow empress, exerting her will upon the land; a magneto or a doctor doom sort of character.</p>
<p>This was cognitive dissonance at it&#8217;s most powerful!  Not only did it change what I was doing as a player, it jarred me inextricably into immersion by making me feel like I had been self-motivated(!) to do things I normally would never have wanted to do.</p>
<p>Look at how far what I ended up with was from what would have happened!   Instead of that rich and complex and memorable experience, I would have had a forgettable 5 hour campaign about a heroic knight who killeded some demon&#8230;monster&#8230;vampire&#8230;things and saved some boring rich dude who turned into a dragon or something.   Yet, if I had wanted a short and shallow experience like that, nothing at all was forcing me to change my behavior.</p>
<p>That isn&#8217;t to say that achievements always have such a positive effect.   I spent about 10 hours trying to complete a pile of insultingly badly tuned movement challenges in one of the spiderman games before giving up on the entire game in disgust.    What would have been a somewhat satisfying junk food game became a hideously unsatisfying arcade stunt web swinging simulator thing.   Ugh.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/gran-turismo-4-cognitive-dissonance/comment-page-1/#comment-600</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Tue, 08 Sep 2009 09:30:17 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=35#comment-600</guid>
		<description>Hm, maybe I didn&#039;t make myself quite clear.

First of all, the slow cars in GT4 are just that: slow. They also handle worse. Tuning them up will mostly get you a worse car than if you just took a fast car in the first place. It will also reduce the number of A-Spec Points. I haven&#039;t played Juiced but from what you described, this isn&#039;t like Juiced at all.

That the revolutionary thing about GT4 is that there is actually very little reward even for choosing a slow car. There is one but it&#039;s very subtle. Surprisingly, that&#039;s a good thing! Because it won&#039;t force you to &quot;grind&quot; the slow cars against your will. It will also make you appriciate them more if you chose to drive them after all.

I admit that the point here is a bit obscure and counter-intuitive.</description>
		<content:encoded><![CDATA[<p>Hm, maybe I didn&#8217;t make myself quite clear.</p>
<p>First of all, the slow cars in GT4 are just that: slow. They also handle worse. Tuning them up will mostly get you a worse car than if you just took a fast car in the first place. It will also reduce the number of A-Spec Points. I haven&#8217;t played Juiced but from what you described, this isn&#8217;t like Juiced at all.</p>
<p>That the revolutionary thing about GT4 is that there is actually very little reward even for choosing a slow car. There is one but it&#8217;s very subtle. Surprisingly, that&#8217;s a good thing! Because it won&#8217;t force you to &#8220;grind&#8221; the slow cars against your will. It will also make you appriciate them more if you chose to drive them after all.</p>
<p>I admit that the point here is a bit obscure and counter-intuitive.</p>
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		<title>By: Diego</title>
		<link>http://gamedesignreviews.com/reviews/gran-turismo-4-cognitive-dissonance/comment-page-1/#comment-598</link>
		<dc:creator>Diego</dc:creator>
		<pubDate>Mon, 07 Sep 2009 23:59:21 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=35#comment-598</guid>
		<description>I believe something similar occurs in Juiced, where you drive slow cars, tune them up a bit, and the reward lies in that they handle really well. Bear in mind this is a game supposed to remind you of Fast &amp; Furious. Juiced II is more glossy somehow; fun but not quite as rewarding.</description>
		<content:encoded><![CDATA[<p>I believe something similar occurs in Juiced, where you drive slow cars, tune them up a bit, and the reward lies in that they handle really well. Bear in mind this is a game supposed to remind you of Fast &amp; Furious. Juiced II is more glossy somehow; fun but not quite as rewarding.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/gran-turismo-4-cognitive-dissonance/comment-page-1/#comment-91</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Tue, 04 Dec 2007 14:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=35#comment-91</guid>
		<description>Wow, thanks for the lengthy answer. I will do my best to address your concerns:&lt;br/&gt;&lt;br/&gt;&lt;i&gt;&quot;That said I don&#039;t think its impossible to apply reward schemes that don&#039;t force players to unlock. By making rewards only relevant to players that want them you can more safely reward players.&quot;&lt;/i&gt;&lt;br/&gt;&lt;br/&gt;The thing is that I really question of rewards are really something you want. It is a knee-jerk reaction of game designers to add reward when they want to motivate players. I think this kind of game design creates the wrong kind of mentality among players. So the question is not how to &quot;safely reward&quot; players but how to motivate them without rewards.&lt;br/&gt;&lt;br/&gt;&lt;i&gt;&quot;In Gran Turismo 4&#039;s case you could make A-Spec points unlock slower cars, as those who drive for A-Spec points use slower cars and those who don&#039;t like slower cars don&#039;t care about A-spec points.&quot;&lt;/i&gt;&lt;br/&gt;&lt;br/&gt;This solution creates some of the problems I mentioned:&lt;br/&gt;- You have to have LESS cars at the beginning of the game in oder to make them unlockable&lt;br/&gt;- Players will collect A-Spec points just to be able to drive that Fiat Panda, not because they enjoy it&lt;br/&gt;- The game will tell the players how much they need to &quot;work&quot; (&quot;You need 300 more pints to unlock car XYZ&quot;) whereas now, players have to find out themselves what is most fun for them&lt;br/&gt;- You are also diving players into two groups: the A-Spec players and the other. Dividing players into groups never solves any problem, it just creates a self-fulfilling prophecy. That two groups might never existed in the first place but you force them into that decision and reinforce the segregation through rewards. After all &lt;a HREF=&quot;http://gamedesignreviews.blogspot.com/2006/07/brain-age-everybody-is-hardcore.html&quot; REL=&quot;nofollow&quot;&gt;Everybody&#039;s Hardcore&lt;/a&gt;.&lt;br/&gt;&lt;br/&gt;&lt;i&gt;&quot;The simple displaying of 183 A-spec points on a given race is enough to make you remember how much you enjoyed that race, no such satisfaction exists for races with faster cars. Its easy to quantify A-spec points, not so for fast cars.&lt;/i&gt;&lt;br/&gt;&lt;br/&gt;If you really had fun while racing, displaying a number at the won&#039;t change it. The reward should be the race itself, not some kind of rating. If you are having fun because of all those cool ratings you get, then you are doing it for the wrong reasons.&lt;br/&gt;Also, races are already quite the quantification. So if you are first with a fast car, that&#039;s already a very clear reward.&lt;br/&gt;&lt;br/&gt;&lt;i&gt;&quot;I don&#039;t see rewarding for everything is in any way inferior than rewarding for nothing.&quot;&lt;/i&gt;&lt;br/&gt;&lt;br/&gt;It is unintuitive but it&#039;s true. If you are still not convinced, try &lt;a HREF=&quot;http://braid-game.com/news/?p=129&quot; REL=&quot;nofollow&quot;&gt;this talk by Jonathan Blow&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>Wow, thanks for the lengthy answer. I will do my best to address your concerns:</p>
<p><i>&#8220;That said I don&#8217;t think its impossible to apply reward schemes that don&#8217;t force players to unlock. By making rewards only relevant to players that want them you can more safely reward players.&#8221;</i></p>
<p>The thing is that I really question of rewards are really something you want. It is a knee-jerk reaction of game designers to add reward when they want to motivate players. I think this kind of game design creates the wrong kind of mentality among players. So the question is not how to &#8220;safely reward&#8221; players but how to motivate them without rewards.</p>
<p><i>&#8220;In Gran Turismo 4&#8217;s case you could make A-Spec points unlock slower cars, as those who drive for A-Spec points use slower cars and those who don&#8217;t like slower cars don&#8217;t care about A-spec points.&#8221;</i></p>
<p>This solution creates some of the problems I mentioned:<br />- You have to have LESS cars at the beginning of the game in oder to make them unlockable<br />- Players will collect A-Spec points just to be able to drive that Fiat Panda, not because they enjoy it<br />- The game will tell the players how much they need to &#8220;work&#8221; (&#8221;You need 300 more pints to unlock car XYZ&#8221;) whereas now, players have to find out themselves what is most fun for them<br />- You are also diving players into two groups: the A-Spec players and the other. Dividing players into groups never solves any problem, it just creates a self-fulfilling prophecy. That two groups might never existed in the first place but you force them into that decision and reinforce the segregation through rewards. After all <a HREF="http://gamedesignreviews.blogspot.com/2006/07/brain-age-everybody-is-hardcore.html" REL="nofollow">Everybody&#8217;s Hardcore</a>.</p>
<p><i>&#8220;The simple displaying of 183 A-spec points on a given race is enough to make you remember how much you enjoyed that race, no such satisfaction exists for races with faster cars. Its easy to quantify A-spec points, not so for fast cars.</i></p>
<p>If you really had fun while racing, displaying a number at the won&#8217;t change it. The reward should be the race itself, not some kind of rating. If you are having fun because of all those cool ratings you get, then you are doing it for the wrong reasons.<br />Also, races are already quite the quantification. So if you are first with a fast car, that&#8217;s already a very clear reward.</p>
<p><i>&#8220;I don&#8217;t see rewarding for everything is in any way inferior than rewarding for nothing.&#8221;</i></p>
<p>It is unintuitive but it&#8217;s true. If you are still not convinced, try <a HREF="http://braid-game.com/news/?p=129" REL="nofollow">this talk by Jonathan Blow</a>.</p>
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		<title>By: TSPhoenix</title>
		<link>http://gamedesignreviews.com/reviews/gran-turismo-4-cognitive-dissonance/comment-page-1/#comment-90</link>
		<dc:creator>TSPhoenix</dc:creator>
		<pubDate>Tue, 04 Dec 2007 03:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=35#comment-90</guid>
		<description>Interesting article, I didn&#039;t quite get it at first, but when it clicked it did make a lot of sense. I know all too well the feeling of doing something in a game purely to get to the next part.&lt;br/&gt;&lt;br/&gt;That said I don&#039;t think its impossible to apply reward schemes that don&#039;t force players to unlock. By making rewards only relevant to players that want them you can more safely reward players.&lt;br/&gt;&lt;br/&gt;In Gran Turismo 4&#039;s case you could make A-Spec points unlock slower cars, as those who drive for A-Spec points use slower cars and those who don&#039;t like slower cars don&#039;t care about A-spec points. By doing this you allow players interested in accumulating points to perpetuate it by rewarding with super-slow cars that maybe yield over 200 points for a perfect performance.&lt;br/&gt;&lt;br/&gt;This does create an issue of balance however, while the slower cars are balanced within itself, there is no reward other than winning races to play with fast cars. While freedom is there, winning a race with the fastest car in the game has no lasting satisfaction. So while you won&#039;t feel forced to use slower cars, you won&#039;t feel any achievment for not using them so you might just go for the slower one anyway.&lt;br/&gt;&lt;br/&gt;The simple displaying of 183 A-spec points on a given race is enough to make you remember how much you enjoyed that race, no such satisfaction exists for races with faster cars. Its easy to quantify A-spec points, not so for fast cars.&lt;br/&gt;&lt;br/&gt;None of this is to say there couldn&#039;t be some similar reward system for faster cars. I would think that by rewarding players with further play in the area of the game they&#039;ve chosen to explore allows them to have a positive experience no matter how they play and because they get rewarded no matter what they do they may not feel compelled to explore all avenues of play out of duress. There is and always will be the completionist who will do everything in a game, but for the majority of gamers as long as they are playing, enjoying and getting positive feedback from the game however they choose to play it, I don&#039;t see rewarding for everything is in any way inferior than rewarding for nothing.&lt;br/&gt;&lt;br/&gt;As long as a game provides ample objectives in every area a player should be able to play a game as he wants and get continually rewarded.</description>
		<content:encoded><![CDATA[<p>Interesting article, I didn&#8217;t quite get it at first, but when it clicked it did make a lot of sense. I know all too well the feeling of doing something in a game purely to get to the next part.</p>
<p>That said I don&#8217;t think its impossible to apply reward schemes that don&#8217;t force players to unlock. By making rewards only relevant to players that want them you can more safely reward players.</p>
<p>In Gran Turismo 4&#8217;s case you could make A-Spec points unlock slower cars, as those who drive for A-Spec points use slower cars and those who don&#8217;t like slower cars don&#8217;t care about A-spec points. By doing this you allow players interested in accumulating points to perpetuate it by rewarding with super-slow cars that maybe yield over 200 points for a perfect performance.</p>
<p>This does create an issue of balance however, while the slower cars are balanced within itself, there is no reward other than winning races to play with fast cars. While freedom is there, winning a race with the fastest car in the game has no lasting satisfaction. So while you won&#8217;t feel forced to use slower cars, you won&#8217;t feel any achievment for not using them so you might just go for the slower one anyway.</p>
<p>The simple displaying of 183 A-spec points on a given race is enough to make you remember how much you enjoyed that race, no such satisfaction exists for races with faster cars. Its easy to quantify A-spec points, not so for fast cars.</p>
<p>None of this is to say there couldn&#8217;t be some similar reward system for faster cars. I would think that by rewarding players with further play in the area of the game they&#8217;ve chosen to explore allows them to have a positive experience no matter how they play and because they get rewarded no matter what they do they may not feel compelled to explore all avenues of play out of duress. There is and always will be the completionist who will do everything in a game, but for the majority of gamers as long as they are playing, enjoying and getting positive feedback from the game however they choose to play it, I don&#8217;t see rewarding for everything is in any way inferior than rewarding for nothing.</p>
<p>As long as a game provides ample objectives in every area a player should be able to play a game as he wants and get continually rewarded.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/gran-turismo-4-cognitive-dissonance/comment-page-1/#comment-89</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Mon, 01 Oct 2007 14:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=35#comment-89</guid>
		<description>Thank you for your comprehensive answer. I&#039;m sorry I didn&#039;t notice it earlier.&lt;br/&gt;&lt;br/&gt;Basically, I would agree with almost everything you&#039;ve mentioned. I didn&#039;t know the XBox 360 Point System because I don&#039;t own one but it seems to be quite comparable. Of course, as you&#039;ve mentioned, being able to show off the points you&#039;ve collected makes it a bit more potent reward then a-spec points. It is a very subtle balance you have to strike here.&lt;br/&gt;&lt;br/&gt;And yes, the thing I didn&#039;t mention here is that of course, you need to have a gameplay system which is deep enough to allow people to invest so much time in it. If it can be mastered easily, the whole process will run dry quickly. Gran Turismo is of course has a very complex driving simulation so it fits perfectly.&lt;br/&gt;&lt;br/&gt;The only thing I would question is if this effect is really so desirable at times. As you put it:&lt;br/&gt;&lt;br/&gt;&quot;..you have to maximize the situations that allow for cognitive dissonance..&quot;&lt;br/&gt;&lt;br/&gt;I wouldn&#039;t be sure about that. In the case of Gran Turismo it is a great tool to challenge traditional beliefs about fast cars and fully exploit the potential of the large ammount of avalible cars. However, I don&#039;t think such a trick is always necessary. I think it really depends on the situation. So you should make sure you know exactly what you are trying to achieve before implementing such systems.</description>
		<content:encoded><![CDATA[<p>Thank you for your comprehensive answer. I&#8217;m sorry I didn&#8217;t notice it earlier.</p>
<p>Basically, I would agree with almost everything you&#8217;ve mentioned. I didn&#8217;t know the XBox 360 Point System because I don&#8217;t own one but it seems to be quite comparable. Of course, as you&#8217;ve mentioned, being able to show off the points you&#8217;ve collected makes it a bit more potent reward then a-spec points. It is a very subtle balance you have to strike here.</p>
<p>And yes, the thing I didn&#8217;t mention here is that of course, you need to have a gameplay system which is deep enough to allow people to invest so much time in it. If it can be mastered easily, the whole process will run dry quickly. Gran Turismo is of course has a very complex driving simulation so it fits perfectly.</p>
<p>The only thing I would question is if this effect is really so desirable at times. As you put it:</p>
<p>&#8220;..you have to maximize the situations that allow for cognitive dissonance..&#8221;</p>
<p>I wouldn&#8217;t be sure about that. In the case of Gran Turismo it is a great tool to challenge traditional beliefs about fast cars and fully exploit the potential of the large ammount of avalible cars. However, I don&#8217;t think such a trick is always necessary. I think it really depends on the situation. So you should make sure you know exactly what you are trying to achieve before implementing such systems.</p>
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		<title>By: Glacius</title>
		<link>http://gamedesignreviews.com/reviews/gran-turismo-4-cognitive-dissonance/comment-page-1/#comment-88</link>
		<dc:creator>Glacius</dc:creator>
		<pubDate>Tue, 21 Aug 2007 16:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=35#comment-88</guid>
		<description>Thank you for that excellent article. It took me a while to fully understand the article, but I found it very informative and it explained some of my own habits in gaming. &lt;br/&gt;&lt;br/&gt;While trying to fully grasp the concept, I came up with a few thoughts which may be interesting. To give some background info on myself; contemplating about these issues is for me a hobby. My current main occupation is studying Japanese and Korean (I&#039;m Dutch, myself). Please comment on my thoughts and perhaps correct me where I&#039;m wrong.&lt;br/&gt;&lt;br/&gt;Reward in games can be a risky thing. I notice I often find myself playing a game without really enjoying it, but wanting to unlock the next thing. The problem is, that you play level A to unlock level B, NOT because you simply want to play level A. Then of course, you will want to unlock level C and then D etc. During this process, you are not actually enjoying the game, and after repeating this process a couple of times, subconsciously you decide the reward is not worth it since you are not enjoying yourself, and you stop playing the game.&lt;br/&gt;&lt;br/&gt;You can&#039;t however simply give up this system of unlocking the next level in a game, because it&#039;s often tied to ramping difficulty and storyline. What a game needs on top of this system to become interesting is exactly what you are describing; something that a gamer will obsess about in the game&#039;s gameplay mechanic, which is (at least partially) motived by himself and not the game (which is, from what I understand, Cognitive Dissonance).&lt;br/&gt;&lt;br/&gt;The tricky part here is that this is quite tricky to achieve. Giving the gamer too little incentive, will just get him to ignore it, and giving too much incentive, will make it a chore. &lt;br/&gt;&lt;br/&gt;An excellent example which, perhaps unknowingly, makes use of this theory, is the xbox 360 achievement point system. The way it works is that you get points for certain achievements in the game, but the points do nothing. You can earn up to 1000 points per game. This on it&#039;s own is quite similar to the a-spec points example. &lt;br/&gt;&lt;br/&gt;There is however an added element of motivation. The points show up online on your xbox live account. What changes, is that you not only get something trivial to obsess about, you also get to show it off to the rest of the gaming community. The point-gathering is still meaningless, but at least it doesn&#039;t go unnoticed.&lt;br/&gt;&lt;br/&gt;Before reading your article, I thought it was a bad decision by Microsoft to let those points go unrewarded, but doing that would make collecting points a chore. &lt;br/&gt;&lt;br/&gt;Another great reason why this system works, is because it is implemented in every game. You get confronted with it time and time again, and if you are able to motivate yourself on just one game to collect all the points through cognitive dissonance, you will be using the same self-constructed reasoning for every other game. &lt;br/&gt;&lt;br/&gt;In the case of achievement points, the developer is free to spread the 1000 points out in the game in whichever fashion they like. It&#039;s common to award achievement points for unlocking things in the game. However, instead of tying points to unlockables, a better way, is to add them to gameplay elements that you wish for the gamer to spend time on. What’s especially dangerous, is if you award more points for unlocking something than for displaying skill in the game. This makes the points look worthless for anyone who doesn’t care for the points yet. &lt;br/&gt;&lt;br/&gt;Even with having pre-established something that you want, like achievement points, you will still be motivating yourself on a case-by-case basis through cognitive dissonance. Using the a-spec example, you will never go for the near-impossible 200 points because with the amount of work it takes, you won’t be able to justify it. Having an unreachable limit is great to reach the full potential of cognitive dissonance, because it allows you to reach the limits of your self-constructed motivation.&lt;br/&gt;&lt;br/&gt;One should wonder, where gameplay fits in with this theory. Gameplay is actually a determining factor to the limit of self-motivation. You want points, so you are looking to justify why your time spent on getting these points is worth it. This is where gameplay has to provide the answer. More skillful play should mean more points. Depending on the game this could be speed, damage taken, items collected, etc. &lt;br/&gt;&lt;br/&gt;In short, I think that to get the most out of your game, you have to maximize the situations that allow for cognitive dissonance while tying this to as many gameplay elements as possible. Ideally, there should be a (near) unreachable limit to the amount of points, allowing the gamer to go as far as his interest in the gameplay can take him. Also, there should be one point system to tie every element together, so that there has to be only one moment of cognitive dissonance to generate interest in these points. &lt;br/&gt;&lt;br/&gt;As I’m going to Korea for a small two weeks, it may take a while for me to reply again, but I definitely will check back. Thanks for reading, and please leave some comments! If my reasoning holds up, maybe after some editing it might be worthy as a blogpost?</description>
		<content:encoded><![CDATA[<p>Thank you for that excellent article. It took me a while to fully understand the article, but I found it very informative and it explained some of my own habits in gaming. </p>
<p>While trying to fully grasp the concept, I came up with a few thoughts which may be interesting. To give some background info on myself; contemplating about these issues is for me a hobby. My current main occupation is studying Japanese and Korean (I&#8217;m Dutch, myself). Please comment on my thoughts and perhaps correct me where I&#8217;m wrong.</p>
<p>Reward in games can be a risky thing. I notice I often find myself playing a game without really enjoying it, but wanting to unlock the next thing. The problem is, that you play level A to unlock level B, NOT because you simply want to play level A. Then of course, you will want to unlock level C and then D etc. During this process, you are not actually enjoying the game, and after repeating this process a couple of times, subconsciously you decide the reward is not worth it since you are not enjoying yourself, and you stop playing the game.</p>
<p>You can&#8217;t however simply give up this system of unlocking the next level in a game, because it&#8217;s often tied to ramping difficulty and storyline. What a game needs on top of this system to become interesting is exactly what you are describing; something that a gamer will obsess about in the game&#8217;s gameplay mechanic, which is (at least partially) motived by himself and not the game (which is, from what I understand, Cognitive Dissonance).</p>
<p>The tricky part here is that this is quite tricky to achieve. Giving the gamer too little incentive, will just get him to ignore it, and giving too much incentive, will make it a chore. </p>
<p>An excellent example which, perhaps unknowingly, makes use of this theory, is the xbox 360 achievement point system. The way it works is that you get points for certain achievements in the game, but the points do nothing. You can earn up to 1000 points per game. This on it&#8217;s own is quite similar to the a-spec points example. </p>
<p>There is however an added element of motivation. The points show up online on your xbox live account. What changes, is that you not only get something trivial to obsess about, you also get to show it off to the rest of the gaming community. The point-gathering is still meaningless, but at least it doesn&#8217;t go unnoticed.</p>
<p>Before reading your article, I thought it was a bad decision by Microsoft to let those points go unrewarded, but doing that would make collecting points a chore. </p>
<p>Another great reason why this system works, is because it is implemented in every game. You get confronted with it time and time again, and if you are able to motivate yourself on just one game to collect all the points through cognitive dissonance, you will be using the same self-constructed reasoning for every other game. </p>
<p>In the case of achievement points, the developer is free to spread the 1000 points out in the game in whichever fashion they like. It&#8217;s common to award achievement points for unlocking things in the game. However, instead of tying points to unlockables, a better way, is to add them to gameplay elements that you wish for the gamer to spend time on. What’s especially dangerous, is if you award more points for unlocking something than for displaying skill in the game. This makes the points look worthless for anyone who doesn’t care for the points yet. </p>
<p>Even with having pre-established something that you want, like achievement points, you will still be motivating yourself on a case-by-case basis through cognitive dissonance. Using the a-spec example, you will never go for the near-impossible 200 points because with the amount of work it takes, you won’t be able to justify it. Having an unreachable limit is great to reach the full potential of cognitive dissonance, because it allows you to reach the limits of your self-constructed motivation.</p>
<p>One should wonder, where gameplay fits in with this theory. Gameplay is actually a determining factor to the limit of self-motivation. You want points, so you are looking to justify why your time spent on getting these points is worth it. This is where gameplay has to provide the answer. More skillful play should mean more points. Depending on the game this could be speed, damage taken, items collected, etc. </p>
<p>In short, I think that to get the most out of your game, you have to maximize the situations that allow for cognitive dissonance while tying this to as many gameplay elements as possible. Ideally, there should be a (near) unreachable limit to the amount of points, allowing the gamer to go as far as his interest in the gameplay can take him. Also, there should be one point system to tie every element together, so that there has to be only one moment of cognitive dissonance to generate interest in these points. </p>
<p>As I’m going to Korea for a small two weeks, it may take a while for me to reply again, but I definitely will check back. Thanks for reading, and please leave some comments! If my reasoning holds up, maybe after some editing it might be worthy as a blogpost?</p>
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