<cite>Braid</cite> Designer On "Unethical" Game Design

MTV’s Stephen Totilo has an interesting (and long!) interview with Jonathan Blow, designer of the award-winning indie game Braid. I found most interesting the part about "unethical game design": [Y]ou only get collectibles in “Braid” when you solve a puzzle, and you only get one per puzzle. … It’s not like “Mario” and every other […]

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MTV's Stephen Totilo has an interesting (and long!) interview with Jonathan Blow, designer of the award-winning indie game Braid. I found most interesting the part about "unethical game design":

[Y]ou only get collectibles in “Braid” when you solve a puzzle, and you only get one per puzzle. ... It’s not like
“Mario” and every other game since then, when there are gold coins sprinkled everywhere, and you get them just by walking along a path or jumping up to some blocks, and that satisfies your reward-seeking reflex for now and pacifies you into continuing to play the game. I actually think that Skinnerian reward scheduling in general (which you see in most modern game design, MMOs being the canonical example) is unethical and games should not do it... scheduled rewards, to keep the player playing, are a sure sign that the core gameplay itself is not actually rewarding enough to keep them playing, and thus you are deceiving your players into wasting their lives playing your game.

About 4,900 more words of this at the link.

A Higher Standard [MTV]