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 Angry Birds addiction analyzed 
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Unread post Angry Birds addiction analyzed
I love these kinds of analyses about why certain games are so addicting. I remember reading a really good one about MMOs that, truth be told, kind of made me not want to play MMOs anymore once I saw how they get you.

http://www.mauronewmedia.com/blog/2011/ ... xperience/

I wonder what psychologists would say about TW2002.

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Wed Nov 09, 2011 3:45 pm
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Unread post Re: Angry Birds addiction analyzed
There was an interesting section in there about response time that's very applicable to many debates in here on TW delays:

From article on Angry Birds at http://www.mauronewmedia.com/blog/2011/ ... xperience/

Cleverly managed response time: A universal law of user interface design is “the faster the response time, the better”. True enough, there are applications where this is patently true. For example, Google has made this a mantra for their systems. However, surprisingly few software developers realize that response time management is actually a resource that can be leveraged to add to the quality and depth of engagement of a user interface. The surprising point that is often misunderstood is that not every aspect of the user interface needs to be or should be as fast as possible. Programmers uniformly have a really hard time with this one and few game designers take advantage of this potent variable. In most commercial software interfaces, response time management is completely overlooked even by those who claim to be UI design experts. The developers of Angry Birds managed response time in a way that goes far beyond simply “faster is better”.

For example, in Angry Birds, it was possible for the programmers to have made the flight of the birds fast – very fast, but they didn’t. Instead they programmed the flight of the angry flock to be leisure pace as they arc across the sky heading for the pigs’ glass houses. This slowed response time, combined with a carefully crafted trajectory trace (the flight path of the bird), solves one huge problem for all user interfaces – error correction. The vast majority of software user interfaces have no consideration for how users can be taught by experience with the system to improve their performance. This problem is a vast and complex issue for screen-based trading systems where error correction is not only essential, but also career threatening.

In Angry Birds game play the pigs also take a long time to expire once their houses are sent to bits. In many play sequences, seconds are consumed as the pigs teeter, slide and roll off planks or are crushed under slow falling debris. This response time of 3-5 seconds, in most user interfaces, brings users to the point of exasperation, but not with Angry Birds. Again, really smart response time management gives the user time to relax and think about how lame they are compared to their 4 year old who is already at the 26th level. It also gives the user time to structure an error correction strategy (more arc, more speed, better strategy) to improve performance on the next shot. The bottom line on how Angry Birds manages response time: fast is good, clever is better.

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I think there are things that can be done to make delays and pacing in TradeWars more clever, so that they do serve a purpose in improving gameplay without making players feel that the game is too slow.

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Wed Nov 09, 2011 4:16 pm
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