progression-systems-how-good-games-avoid-skinner-boxes-extra-credits

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Interactive video lesson plan for: Progression Systems - How Good Games Avoid Skinner Boxes - Extra Credits

Activity overview:

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Watch more episodes from this season of Extra Credits! http://bit.ly/1GVGAQv
Join us live on Twitch! http://bit.ly/ECTwitch ---- (Episode details below...)

Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet
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Get our list of recommended games on Steam: http://bit.ly/ECCurator
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Progression systems in games are far too often designed as Skinner boxes: psychological traps that feed us carefully measured rewards to create habit-forming activity loops. Skinner boxes are not rewarding in themselves, but progression systems can be, and they should be used to create a better game experience. Building in choices that allow the player to select their own build (and optimize it) lets the player think ahead and makes progression a part of the game experience in itself. It also helps them become familiar with the systems in the game at their own pace as they level up. These systems can even actively make the game better by encouraging players to try and then improve on the most engaging types of play, giving rewards for skill or strategy, for example. Finally, they can actually enhance the story, giving the players faction alignment that responds to their actions in the game and locks or unlocks hidden parts of the story as they progress.
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Listen to Dan's interview on the GirlSpeak Podcast: http://apple.co/1UT9Jno

Visit Girl Museum's Gamer Girl Online Exhibit: http://bit.ly/1ECIzI2
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Recommended for you!

Extra Credits - How Games Condition People to Play More
The Skinner Box: http://bit.ly/1NF8S5e

Design Club - Why Mario Kart's Most Hated Item Exists
The Blue Shell: http://bit.ly/1Jr8SIm
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Get the intro music here!
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Get the outro music here!
http://bit.ly/1HN30IA

Tagged under: Extra Credits (Award-Nominated Work),Operant Conditioning,Skinner Box,B.F. Skinner,Progression Systems,Progression,Level System,Leveling System,World Warcraft,Destiny,Dawn War,skinner box psychology,game design,level design,character progression,optimize,optimization,build optimization,optimize build,Daniel Floyd,James Portnow

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