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6/21/2025, 2:11:10 PM
6/20/2025, 2:20:48 AM
>>528082049
the way things have been going for me: side project
the way things have been going for me: side project
6/17/2025, 8:26:41 PM
I've noticed that when I'm thoroughly engaged with something, when I'm in that flow state with it, I tend to want to return to it, because it's just so engaging and intuitive that it feels stimulating in its own way.
The problem, then, with video games, is that alot of them rely too much on simple dopamine, which is not as strong of a motivator to come back as flow is.
When I'm facing a challenge in programming/game development, if that challenge is in the flow zone, I tend to really want to get back, and just do more and more, write more and more code, and engage with the challenge.
But with video games, if it simply relies on dopamine, and not any real challenge or flow zone, it's hard to get back into a game.
This is probably why a game like Minecraft is so good, it hits that point of engaging/flow, but at the start only, and this is its biggest problem: you need artificial motivators to continue, like "oh I'm going to build a hyper efficient farm" or other such projects inside the game, because it stops being an engaging challenge after you settle down with a farm, a base, steady food and it just becomes a repetitive cycle of trying to maintain what you already have, and this is when the artifical goals come in.
So, to get back to games in general, games should probably be relying alot more on flow, intuitiveness, engaging-ness, etc, rather than cheap dopamine (obviously)
TL;DR: I'm just stating the obvious.
The problem, then, with video games, is that alot of them rely too much on simple dopamine, which is not as strong of a motivator to come back as flow is.
When I'm facing a challenge in programming/game development, if that challenge is in the flow zone, I tend to really want to get back, and just do more and more, write more and more code, and engage with the challenge.
But with video games, if it simply relies on dopamine, and not any real challenge or flow zone, it's hard to get back into a game.
This is probably why a game like Minecraft is so good, it hits that point of engaging/flow, but at the start only, and this is its biggest problem: you need artificial motivators to continue, like "oh I'm going to build a hyper efficient farm" or other such projects inside the game, because it stops being an engaging challenge after you settle down with a farm, a base, steady food and it just becomes a repetitive cycle of trying to maintain what you already have, and this is when the artifical goals come in.
So, to get back to games in general, games should probably be relying alot more on flow, intuitiveness, engaging-ness, etc, rather than cheap dopamine (obviously)
TL;DR: I'm just stating the obvious.
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