CepaCepa, on 22 January 2013 - 08:59 AM, said:
The last paragraph in my last post was simply saying that matters of the mind, which "joy" certainly is, is too complex to be described by your explanation. In many situations you assume that "there can be only one reason for a particular conclusion" especially when these reasons are not of the same form, or not at the same level, with the conclusion itself. For example, "there is one and only one reason why someone could've enjoyed something". When I said "you can't treat the system as a linear system", I am not implying that nonlinear systems are not predictable --- Anything can be predictable given enough information. Everything is predictable if you're omniscient. So that's not worth arguing over, but rather, I'm saying that prediction of nonlinear systems based on linear methods do not give meaningful results.
Regarding challenge, I'd like to say that arm wrestling and learning Chinese are in fact not that different, at least in the sense that I was trying to portray. No matter where the source, enjoyment is only of the mind, your muscle fibre certainly don't "enjoy" being stretched in an arm wrestle match. Whether if you can do something or not, whether if you've "achieved your goal", whether if you realize that you have conscious control in at least some aspect of this process, these are all "mental states". Hence I still maintain that the cases I've listed are relevant to our discussion at hand, in addition adding in those "mental challenges" is fine too --- Let's say "learning Chinese", why don't gamers all just go and learn Chinese then if a "challenge" is the only thing that they care for in gaming? My point still stands that having a "challenge" is only a part of the reason for the enjoyment of a game.
You seem to take it that "immersion" necessarily means adopting completely different concepts and/or standards, but I've mentioned that it is definitely not the case. You may or may not have different beliefs in the game, and there are definitely going to be standards that you bring into the game yourself. Being just and nice outside of the game does not mean I necessarily need to be unjust and cruel inside the game, enjoying jazz music doesn't mean I can't enjoy jazz music in the game too. What I meant by "enjoying myself as an immersed player" is something like: confirmation of my personal belief, such as fairness and effort/reward, as a character in game. I enjoy seeing that principal, or belief, being confirmed in real life. I also enjoy seeing that belief being confirmed when I am immersed in a game through the values that the game world have provided to me. Immersion is necessary here because like you said, if I'm not immersed, I was simply being given digital information which was designed to be given to me upon pressing certain buttons at certain times, in other words the effort and reward wouldn't be at the same level.
Ultimately, people expect things, and when these expectations are not met, they will be upset to different degrees. What do you expect from dedicating yourself to something? Reward. Indeed, if by dedication you mean spending hours pressing buttons, then your reward IS fun itself. But since you're immersed for that whole duration, your dedication in game should be fulfilled by reward under the same assumptions, and this applies to all levels of immersion from there on. You seem to suggest that "playing the game" and "dedicating to something" cannot happen together, and hence you cannot be expecting both "out of the game fun" as well as "in game reward" at the same time. But countless number of different expectations can arrive from the simple concept of "playing the game", because this task itself involves so many different factors at so many different levels.
Lastly, I am confused to why we're arguing about the "feasibility" of something that is already existing. That people are having fun playing the game and yet still wanting reward. Are you suggesting those wanting reward are NOT having fun playing the game? Because many of them are saying they ARE, and I think they know themselves better. It seems to me that you have approached the problem in reverse order --- I mean, there's no argument about it: people have fun playing the game, of course! And those same people still want reward in game, that's true too! So there's no "sense making" here --- That is simply the fact. Those two CAN happen at the same time. Our problem should be trying to figure out "why is that the case and what rules am I not considering to not be able to understand that fact" instead of declaring it "none sense". Or perhaps we're talking about a "should" and "should not" problem, where you're suggesting that people SHOULD not care about reward if they're having fun playing the game already? But I really don't think there's a "should" or "should not" in this case. I mean, it's like saying "you should like hockey because that makes sense to me".
Nuclear decay isn't predictable even if you are omniscient. Unless omniscience includes prescience. Which it might. But ok, I see what you mean. Your point is beside the point, though...
Why don't all games go learn Chinese? Because they don't want to expend their time on such things. I attempted to explain something to you, which apparently was completely lost on you. But I will not be daunted... It's a challenge.

So I explain again.
The difference between real-world challenges and video game challenges is that the latter challenge is designed. It is a limited thing that says "beat this". Learning Chinese is a vast undertaking that most people who speak Chinese (Mandarin)
natively haven't fully mastered yet. Playing FotM at level 80 is much easier. And even if not, then it takes much less of your time to subject yourself to the challenge! Thus making the entire undertaking much less tedious. On the other hand, a well-designed game always keeps the player (or allows the player to keep himself) on the edge of his abilities. This combination (which only appears in designed challenges) of small tedium and limit-of-ability play is what makes video game so attractive.
The human brain (as are most higher animals' brains) is designed to reward itself when it beats a challenge. The focused application of brainpower during a short time is particular to designed challenges, but also to natural ones - however, as for challenges such as high jumping (which also has the brief focus element), that involves a great deal of tedium during the preparation phase, as you must be physically fit to jump high enough to have something to be proud of. Video games in particular, especially good ones, forego most of the competence buildup phase. Or rather, they might involve such a phase, but they also will feed you challenges along the way - because they are designed to entertain you. The attraction is in constant validation, at least as long as you beat the challenges.
Something must be said here. Immersion is not part of any of this in any way whatsoever. Tetris is one of the best games in the world ever throughout history, but when you play it, you are not really immersed into your role as a bricklayer with a bunch of ill fitting bricks that you can't even choose yourself. It's all for the challenge.
Except for when that spaceship takes off, whoaaaa...
So where do we come to immersion? Without immersion, there's no hyperreality. Unlike the very real validatory immediate reward of beating a challenge, in-game rewards (such as in-game money or gear or emote etc.) are permanent (or semi-permanent) parts of the hyperreality. In the game, the in-game money is real money, the gear you get is a really burning real sword or whatever. Is playing for those things bad? Yes and no, depending on how the game works... It's not intrinsically bad (unfun). "Hyperreal rewards" produce the real reward (fun) when you see your awesome character decked out in the coolest gear in the game. However, if the rewards make subsequent challenges easier, then you get a situation where the player proceeds towards easier challenges while simultaneously learning to beat them easier... That does not aid in keeping the player on his edge, as I said above. It is bad design! So the fix used here is to crank up the challenge (e.g. higher FotM level, stronger reskin of an earlier enemy, and so on). That is why cosmetic rewards indicate superior design.
That is just an aside though.
Back on the subject. Yes, people expect a reward when they dedicate themselves to something. But if they were playing for the challenge, then the validatory internal reward of knowing that they have beaten the challenge would be enough. There is no reason to give a premium reward for beating premium difficulty, because the players that voluntarily dedicate themselves to beating premium difficulty will, if they do it for the challenge, automatically get the premium real reward (fun) by feeling that they are better human beings (or at least better players) than the plebs that play the normal difficulty.
In the hyperreality, players do not play different cont-- I mean, adventurers do not enter different dungeons. They do the same Fractals as everyone else (or rather, maybe different, since it's random, but you know what I mean), and should therefore,
in all fairness, get the same rewards.
You seem to be confused. Why would playing something for a reward necessarily mean that you don't think that the game is fun?