Topic

Why so addicting?

I am sitting on my couch on a Sunday night, enjoying some beers with my lobster boyfriend (who didn't understand the concept of tanning oil, it actually comes with SPF 12 and can prevent sunburns, even though it is called tanning oil) and wondering, why am I still thinking about Glitch?  I am not big into video games, I am a college student who spends her time either studying or partying and up until recently enjoying my fair share of one night stands.  Why can I not stop thinking about this game?  What initially attracted me to this game is the style of art, but although I try, I can't keep using that as an excuse.  It's addictingly fun, and even though I have some problems with the game *cough - not enough Quests - cough*, I still really enjoy it and when I'm not out enjoying the finer aspects of college life I am thinking about this game!  Why????

Posted 19 months ago by Laurali Subscriber! | Permalink

Replies

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  • I am having the exact same problem! The art and design in this game are captivating, and I believe what initially drew me in (as well as the unbridled creativity in the story arc), but I am totally in love with this game, even though I've only played it for 2.5 days! I can't figure it out. Maybe it's the simple fact that this is an RPG that is 1) totally original and not trying to clone or one-up any other game in the market right now, 2) free (because I'm broke), and 3) totally non-violent. I can't tell you how many times I've been turned off  by games that are bloodbaths trying to recreate WoW with a cookie-cutter story.

    tl;dr - Glitch is da best.
    Posted 19 months ago by That Kid Tyler Subscriber! | Permalink
  • What you both have said plus:  I like the fact that you can play by yourself and play in a group (Bog quest, Projects).  And there is so very much to do.  Cook, travel, harvest, build organize your "stuff" (which i seem to be doing constantly lol ), just stand and watch the world go by (remembering to eat now and again unless you want to visit hell :) ).
    Posted 19 months ago by Marla Subscriber! | Permalink
  • Marla Hooch?
    Posted 19 months ago by Laurali Subscriber! | Permalink
  • Ditto. I've played Glitch for the past two tests and when the game is down I go through a drug addict's withdrawal.
    Posted 19 months ago by tallmerebear Subscriber! | Permalink
  • Then it's working!
    Posted 19 months ago by stoot barfield Subscriber! | Permalink
  • Cue the Mr. Burns scene:

    Excellent.
    Posted 19 months ago by frenchphenom Subscriber! | Permalink
  • Not sure we'll see the full addictive impact of Glitch until the world is live 24/7... right now, anticipation and guess work play a big part in the addiction. While I whole-heartedly agree Glitch is an intensely addicting activity (both the in and out of game world)... the on/off/random doesn't tell you if people are going to play an hour, go to work, and come back to it. Too early to say if the level of addiction will increase or decrease when Glitch is available all the time.
    Posted 19 months ago by Travinara Subscriber! | Permalink
  • I came here with a large number of friends.  Our MMO "died" and we were in mourning and looking for some way to be together.  At first the side-scrolling and keyboard use put me off.  That didn't last long because the graphics drew me in.  I had to see more and I still do.  Many aspects of this game are what I enjoyed in the other, traveling, discovering, going on quests, solving problems, etc.  All good and what I had hoped to find.  Now the side scroll is hardly noticed and I am almost used to the keyboard.  I do use my mouse a little bit.

    I agree that the waiting and anticipation of things to come do up the desire to play.  When the game goes 24/7 some of that anticipation will dissipate but not all.  I will most likely still long to play when I am not playing.  As now, I will still think of things I need to do or want to do or remember some place I forgot to investigate, etc.  When the game is Closed, it is an itch I can't scratch.  When it is open I just can't get everything done and long for it's reopening so I can "Finish" but at this point I know I will never "Finish".  Thanks Devs!  My wish for you (and me) is that this game is a great success and will last many years to come.
    Posted 19 months ago by Brib Annie Subscriber! | Permalink
  • The thing that drew me in at the very first was the style of gameplay, especially the no violence part. I've got nothing against violent games, don't get me wrong. I just have no skills whatsoever. Seriously. If there is something Out To Get Me, it will. I am Teh Suck at platforming, and running in fear from Bad Things #37 to #92 just makes it worse.

    Glitch has some platforming to do, yes, but it's a more laid back situation. I can back up and try again (and again and again and again and again in some areas). No timer. No enemies. No worries. I had to skip the Rook's Egg quest thing for a long while until I got a better feel of the controls, but that's the beauty of it. I could leave it for later. I didn't have to complete that very quest that very moment in order to progress in the gameplay. Many thanks to the one who thought of putting in an escape option in quests like that... it allowed me to continue to love Glitch instead of having a frustrated rage-quit.

    So yeah, I came for the laid-back meandering feel of the game, got caught up in the humor and achievements (I get rewarded for what I do naturally? Awesome! And I can do WHAT to piggy plops?), and will stay in the long term because of the awesome community.

    (Having Glitch 24/7 means that I'll lose that 'must play now or all hope is lost because who knows when it'll be back' feeling, but being able to have a productive life while it's up is probably a good thing.)
    Posted 19 months ago by DiddilyPuff Subscriber! | Permalink
  • Operant conditioning? Reward system?
    Posted 19 months ago by Cassandria Subscriber! | Permalink
  • playing GLitch engenders endorphins

    the more you play the more you got to have this game!
    Posted 19 months ago by napabeth Subscriber! | Permalink
  • Soylent Glitch is people.
    Posted 19 months ago by Another Chris Subscriber! | Permalink
  • subliminal messaging?.... or was that massaging?
    Posted 19 months ago by Zev Bellringer Subscriber! | Permalink
  • I find the social aspects of it to be the most engaging.  I also like the collaborative atmosphere where players at all levels can build new streets and set themselves mini-quests that end up being bonding experiences (I've ferried more than one party from a build site to my home at Shimla for barnacle-harvesting missions and ended up with Glitch-friends in the process).  

    The warmth, generosity, and helpfulness of the majority of Glitches has been an enduring delight to me.  I've experienced zero trollish or even boorish behavior here.

    The end-of-the-world parties are wonderful and hilarious, too.  I guess I wonder what will happen to them once the world is live 24/7, though I imagine that the devs have plans for holidays and other events that (even if they can't match the urgency of the pending shutdown apocalypse) will capture some of the same spirit.
    Posted 19 months ago by jasbo Subscriber! | Permalink
  • @Stoot, yes it's working on many levels!  I can say that personally there is so much to see and do in this game I sometimes get distracted and forget what I originally set out to accomplish :)

    I am hoping the game mechanics stay pretty much the same after beta,  One of the best aspects of Glitch is that although I may never finish some of the quests that require super quick reflexes and fine motor skills I can still attain higher levels and learn all the skills.  As always I am greatly anticipating the next test!
    Posted 19 months ago by welshcorgi Subscriber! | Permalink
  • +1 to what all of you have said above. I find that I lose time when playing this game (unlike the "last one" I played). I start out thinking I'll just play for a few hours and then take a break to get some housework done...5 hours later. I've reorganized my bags and completed a few quests and achievements and the laundry/dishes/vacuuming/dusting is NOT complete. I have come to the realization that if I were able to have a badge for those household chores or some friends to do them with me, then they might get done :) And speaking of the "last game" many of us played-if you all would like to add a few more friends to your list and you don't belong already then check out the FS Refugees and Friends group. It's why we are here.
    Posted 19 months ago by Holly Waterfall Subscriber! | Permalink
  • I think the addictiveness will slow down when the game is always available.  Right now I keep thinking "better play as much as you can, it might be a long time until you can play again!"

    But, I am probably just making excuses for myself
    Posted 19 months ago by Laurali Subscriber! | Permalink
  • "Ditto. I've played Glitch for the past two tests and when the game is down I go through a drug addict's withdrawal." - tallemebear

    i'm on funemployment and glitch is the worst thing that has happened to me in terms of productivity! when it goes down for development i actually get shizzle done!

    i think part of it is that it goes away. there's this urgency that i *must get stuff done within a time frame* that isn't normal in games or really anything "fun"- more like a work situation. and the cooperation is great, along with the problem solving stuff. it's a "smart" game, but doesn't outsmart you. you have to get skills to do stuff, and it's difficult, often a little out of your reach, but there are always people to help you, "cheats" like auctions to make it easier, or, if you work hard enough, the game is never going to let you fail.  and what kind of game makes dying fun? glitch does!

    i hate shoot 'um up games, i'm pretty much the least competitive person ever, and can't cook. glitch gives me a chance to give people things and get rewarded, pretend i'm a great cook, and pet flowers and get points for it. win all around.
    Posted 19 months ago by greenkozi Subscriber! | Permalink
  • With what insights I have into addiction (I'm a mental health therapist that has worked with plenty of substance users and abusers, among other forms of addicts [e.g. gambling, compulsive hoarding, etc.]), we're obviously going through withdrawals. Most of what everyone else has said is true. For one thing, the game is completely novel to many of us, and when many people experience something new and really exciting and fun, they try to experience it as much as possible while it still holds that appeal. Secondly, when you know the game is going to "go away" at some point, as greenkozi pointed out, there's a pressure to get everything done that you possibly can before you have to go on without it. And thirdly, (here's where the more psychological aspect comes in), when you're "starting off" on a project, as you are with this game, it's in human nature to establish stability and security as soon as possible. For most of us that means collecting a comfortable amount of currants, buying a home before they're all sold out, establishing skills so that we can focus on the more important things later, building relationships that will help get us through the game, etc. Because of how long it takes to build this security (meaning, longer than the bursts of gameplay we have), every time the game goes down part of us feels insecure about it and there is a human need to finish establishing stability.
    Posted 19 months ago by Cerulean Subscriber! | Permalink
  • Sometimes I wish the occasional availability was permanent, just because it makes playing so much of an occasion.  
    I have an uneasy feeling that once the game launches, I will not have the same excitement about it, but I bought a subscription without hesitation because 1.) I want to see what happens with it because the writing AND art are so wonderful and 2.) It seemed a good way to show my thanks to the dev team for letting me be a part of the alpha/beta.  It is sheer blind luck that I know some very cool people and I got to ride their coattails in as an early player, but I *really* enjoy being able to give feedback and offer suggestions, and reading the comments of the very very smart group of testers here has also been a wonderful workout for my brain.

    I don't know how long it will last for me, because small is definitely more beautiful in my experience.  I got into Flickr early on but I still have nightmares about the day Yahoo comments started to show up on user photostreams (and I supported the Yahoo purchase, yo).  Small is not beautiful for successful MMO's, though, so I have to wish for massive, super-blowout success for the game.
    Posted 19 months ago by Nanookie Subscriber! | Permalink
  • +1 Nanookie
    Posted 19 months ago by Simplin Subscriber! | Permalink
  • As a former hardcore player in Faunasphere, a MMO family game as there were lots of children even though they ask for age in sign up to be 18.Many of us were addicts playing from Beta into public.For most of us addicting stayed whether or not it was on or off for technical difficulties and being fixed or changed by Devs.Public MMO`s have an advantage over Beta testing as the game is on 24/7 and for the true addict to the game whenever it is allowed, you time out for duties required and watch your health with a bit of exercise.Anyone sitting for hours and not sleeping also not getting up or working out even in a wheelchair is a danger to your immune system.Am retired now but being in past as a health professional I find even I need to get a cuff on the upside of my head from hubby when glitch is on.So is there addiction "You Bet" look at me a Degree in Big time health and sit for hours playing glitch when it says Enter.lol....Do I love being addicted to Glitch ,well when you got to buy bigger sized bloomers yea I would say your addicted lol.
    Posted 19 months ago by Jellybelly Baby Subscriber! | Permalink
  • As the founder of The Glitchodone Clinic group, I feel I must weigh in on this one:) hehehe (By the way, if you long for total, and I mean total, random silliness while the game is down, come join the Clinic. We don't 100% make sense, but we do have a good time—not to mention one thread entirely devoted to quoting Monty Python. We also have a couple threads with ideas for what to do while Glitch is down.)

    It took me exactly one alpha test and I was utterly hooked. I think for me the best game component is the top-class humor and the double entendres in much of the humor. However, everything else you've all listed (graphics, nonviolence, the wonderful community, the "gotta finish while it's up" aspects) also plays a role. Another huge draw for me is the sort of dual nature of the competitiveness/collaborativeness. I love helping people and doing things together but I also have a competitive streak a mile wide, and somehow this game gives me the opportunity to use both sides of my nature all the time...without feeling like I'm trampling on anyone else. Because a lot of the competition is within yourself: How many quests can I get done? How many badges can I get? How fast can I learn this skill? And then we have those leaderboards for the taste of competition with others. But because so much of the game is about helping, it feels very friendly. I know a lot of the people in the top 10/20 on the boards are also some of the most helpful folks in the game.

    Finally, and this is kind of related to what I just said, what I love most about Glitch as a total game is how each person can play it differently yet all have such a great time. I can run around traveling and competing, someone else can focus on street projects, others can cook, mine, make animals...you can just be a dilettante, wandering around aimlessly and enjoying. Sigggghhhhhh. *squeaks* Open?
    Posted 19 months ago by RM Subscriber! | Permalink
  • Nanookie, the game can keep its excitement and novelty as the devs continue to add updates and brilliant new ideas and concepts to it. Granted, there won't be so much pressure to keep getting things done, but that will make it easier to enjoy and appreciate all aspects of the game instead of simply the brief accomplishments that are based more on time than merit. I'm going to purchase a subscription soon, too... I'm just having trouble deciding which one.
    Posted 19 months ago by Cerulean Subscriber! | Permalink
  • http://en.wikipedia.org/wiki/Operant_conditioning_chamber#Popular_.27extensions.27
    Posted 19 months ago by Tofu Casserole Subscriber! | Permalink
  • I have jumped into Glitch and it took 2 or 3 seshes to get hooked, but I think the witty banter from nearly everything (butterflies, pigs, chooks, fellow players) really hit my buttons. But I often get bored because I ran out of quests to do and there wasn't a sphere to mess around with. I wish I could decorate my place, hang some stuff and perhaps even give it wooden floorboards. Just a thought.
    Posted 19 months ago by KitkatCat Subscriber! | Permalink
  • Yeah, it's an addictive game, with lots of things to do, until you've done everything.  I'm at the point where street projects are the only things for me to work on, and they're repetitive too.  We really need some mini games or new skills or something.
    Posted 19 months ago by glum pudding Subscriber! | Permalink
  • *hoping players get some specific tools they can use to create viable adventures/quests for other players*
    Posted 19 months ago by Nanookie Subscriber! | Permalink
  • I agree, Nanookie. Having some way for users to create content/quests for the game would be my ideal situation. Naturally, there's the problem of dealing with content that's inappropriate, but the bigger issue would be keeping the game from getting overrun by mediocre content. Perhaps quest creators would need to submit their quests for a review of some sort by TinySpeck? Or perhaps there could be a subscriber-only option to test/rate new user-submitted quests, and once the quest reaches a certain rating threshold, it is included in the game for everyone?

    It's a tricky problem, but finding the right solution could really go a long way towards increasing the longevity of the game.
    Posted 19 months ago by Chronicler Subscriber! | Permalink
  • I would like it if players could make items. For example, imagine if a player with a high enough advancement in cookery could create lasagna noodles, which could be combine with wicked bolognese sauce to make lasagna.
    Posted 19 months ago by magic panda Subscriber! | Permalink
  • @magic panda

    What?!  No cheese in your lasagne?  Gotta have mozzarella and farmers cheese.
    Posted 19 months ago by WindBorn Subscriber! | Permalink
  • I just like how it's different than stuff that i played, i mainly only get into first person shooters just cause they are basic, run around shoot things, but i dig this game to when i am looking to kill some time 
    Posted 19 months ago by Kev Kliner Subscriber! | Permalink
  • We can make noodles from rice, tortillas from flour, etc.  The main problem with player-created items would be a lack of artwork for them.
    Posted 19 months ago by glum pudding Subscriber! | Permalink
  • Let's talk about player-created art work
    beta.glitch.com/forum/ideas...
    Posted 19 months ago by WindBorn Subscriber! | Permalink
  • it is interesting how some people use the word addiction as if it is a good thing.

    i'll echo some of the earlier comments that mention glitch being addictive due to Operative Conditioning.

    that's a bad thing, and i'd wager that if glitch is mega successful it will lead - either indirectly or directly - to at least one suicide.

    not trying to be melodramatic, but that's what "capital A" Addiction happens to lead to sometimes.
    Posted 19 months ago by striatic Subscriber! | Permalink
  • @WindBorn: Yes, I forgot the cheese!

    Also, I know the dev team is very busy right now, but I think that if we had a reasonable number of stock images to choose from, along with some color choices, you could cover a wide variety of player created dishes. You know... Meat on a plate with some sauce. Something saucy and lumpy in a bowl. Noodles with bits of colored stuff tossed in it. A sandwich with a few slices of colored things. Things like that.

    One more note: player-created recipes could be subscriber-only. TS is looking for subscriber-only features that wouldn't screw up game play, right? :-)
    Posted 19 months ago by magic panda Subscriber! | Permalink
  • Wow, Striatic is totally right. Did you hear about the clown that immolated himself at the the circus? It was in tents!
    Posted 19 months ago by Dr. Boss Subscriber! | Permalink
  • @striatic: I don't think the addiction is a good thing.  But I don't think its necessarily bad either.  Playing the game has not changed how I live my life, it's just allowed me to replace Facebook/tv/internet time that I normally have with a game instead.  It can be bad when people lose their life to this game, but thats just not the case for me.  I do however, think about the game a lot when I'm not playing, and check every couple days to see if its up!
    Posted 19 months ago by Laurali Subscriber! | Permalink
  • Some people handle addiction more poorly than others, and from what I've been able to gather it's mostly genetic. If you have an addictive personality to start with, and little self-control, then allowing yourself to become addicted to anything is very bad. Most people can tear themselves away from alcohol, gambling, or a video game long enough to do what they have to in their lives (like go to work, eat, sleep, and take care of their children)... others not so much. On rare occasions children have died because their parents ignored them in favor of a game, and they starved to death (one case where a parent locked their kid in the closet for days to shut it up so they could play their game comes to mind... I don't recall which game it was, but I think it was an online MMO... possibly Everquest). It's not the game's fault: most people are able to play it without adverse effects. Those particular people's brains were wired to be unable to control their urges, and they forgot about their responsibilities.
    Posted 19 months ago by Shepherdmoon Subscriber! | Permalink
  • @Shepardmoon - yes, i get that, but online gaming is different in the sense that it is not popularly thought of as a drug in the same way that substances or gambling are.

    but in terms of how people use the word "addictive", consider alcohol.

    most people drink alcoholic beverages and rather enjoy them, but not many people would go out and say a beer they like is "so addictive .. awesome!" in the way they do about operative conditioning driven games like glitch.

    we don't outright ban alcohol, because that would be stupid, but we also don't think of the addiction that surrounds it as a good thing, consider it flippantly, or play up the addictive conditions to make it 'work better'.

    the language disturbs me. it's like when the flickr "competitor" zooomr came out and i think techcrunch called it "flickr on steroids" .. which i couldn't understand as a compliment because to me it evoked a version of flickr with shriveled up testes and a lower life expectancy.

    which happened to be an accurate description, but i don't think it was what the metaphor was attempting to describe.
    Posted 19 months ago by striatic Subscriber! | Permalink
  • I recall that the official definition of "addiction" requires that the use of the thing in question has a major negative impact on the addict's life. If it is bad enough to significantly impact important parts of the addict's life, like relationships, employment, etc., then it is actual addiction. Just wanting something all the time does not actually mean you are "addicted" to it in the medical sense of the word. So yes, striatic--the word "addiction" is thrown around way too loosely, and is used in circumstances where it shouldn't be. That is how the English language has evolved, though--lots of strong words are used in relatively mild situations, with little care as to whether or not that word truly fits the situation.
    Posted 19 months ago by Shepherdmoon Subscriber! | Permalink
  • Okay.  Let's call Glitch "compelling".  I want to play the game.  I enjoy playing the game.  I will still spend a lot of time playing the game when it goes live.  BUT .. I do have a life.  The very first test I saw when I was first invited was at the end of Alpha.  i got to play one hour before the game closed.  As the tests have gotten longer I've been able to relax and enjoy the game more.  I don't feel that I NEED to run around learning skills, doing quests, etc before the test closes again.  I'm not a fashionista -- in Glitch or RL -- but I am going to buy a subscription to support the game (and in hopes that I'll be able to spend those credits on thing I want :P )
    Posted 19 months ago by Marla Subscriber! | Permalink
  • @Shepardmoon - very close. that's the clinical definition of addiction. it describes the point at which the addiction becomes problematic and requires treatment.

    lots of things are addictive without being clinically addictive. coffee and tea are good examples of this, which despite having some relatively minor adverse health effects are generally very benign. these substances are chemically addictive, but they also tend to fit into the nooks and crannies of people's lives instead of serving as total time-consuming escapes. these are arguably positive drugs which have very real chemical compulsions and withdrawal symptoms behind them, but which are at such a low level and are integrated so well into productive/healthy/whatever-you-want-to-call-it lifestyles that there is little to no need to worry about their consequences.

    the problem is that with MMOs is that we see some responses that are more like those of hard drugs than "benign addictions" that use very similar mechanisms to drive compulsion.

    if developers want addictive gameplay .. cool .. but it does bring up some questions about the *type* of addiction glitch aspires to create and what specific gameplay elements will exist to cultivate benign or positive addictions rather than negative ones. understanding, of course, that making people feel happy in the short term is not necessarily the best sign of whether an addiction is a positive one. lots of very harmful drugs do exactly that.
    Posted 19 months ago by striatic Subscriber! | Permalink
  • Yes, I think you're right striatic. However, I don't think it's Tiny Speck's place to worry about such things. They should just strive to make the best possible product they can--it's not fair to ask them to limit themselves because they are afraid of what might happen to the tiny percentage of the population that can't control their addictions. Those are individual problems that those individuals must work out for themselves. I'm having serious deja-vus, right now--this debate has been raging for other addictive substances in recent years, including cigarettes, alcohol, and even fast food and sugary cereals. It is a big moral question of who should be in charge of controlling these things--the company, the government, or the individual, and there is certainly no consensus on the subject. In general, my belief would be that the individual should be in control in most circumstances (note that I'm not talking about hard illegal drugs, as a video game certainly doesn't fall into that category).
    Posted 19 months ago by Shepherdmoon Subscriber! | Permalink
  • the problem is that you are asking people with control problems, often genetically derived, to be wholly responsible for their issues surrounding self control.

    it's akin to asking quadriplegics to figure out for themselves how to walk up stairs, because the vast majority of people have no problem with it, and that disability should never be a design concern.

    i think that disability should be a design concern, at least in any design that considers itself humane in intent, and often designing for disability can lead to benefits for the non-disabled as well.

    in the case of glitch, you might not ever be converted into a full on MMO zombie headcase but you might also appreciate a game that fits into your schedule and lifestyle instead of distracting from it.
    Posted 19 months ago by striatic Subscriber! | Permalink
  • I've never heard of a game that was irresponsively addicting and there isn't a way that Glitch could be.  Back to the real world. (not about the entire thread, just this part of it)
    Posted 19 months ago by Tingly Claus Subscriber! | Permalink
  • I don't think that developers typically go into the game-making process thinking, "How can we make a game which people will want to play once in a while, like maybe on alternate Thursdays?"  Obviously something has to draw you back to a game like this repeatedly, or it's not going to be too successful.  For me, having nothing new to do between skills, combined with the fact that I've played the whole game twice already, will certainly limit my play time. 
    Posted 19 months ago by glum pudding Subscriber! | Permalink
  • Striatic, it's not the responsibility of every other person on the planet to help individuals with a disability get over it--it is actually the responsibility of the closest people to that individual (their family and friends, and employers and teachers to a lesser extent). It is unreasonable to ask Tinny Speck to account for every possible individual situation.
    Posted 19 months ago by Shepherdmoon Subscriber! | Permalink
  • The question of Tiny Speck's responsibility is a moot one for us to be debating, and not worth de-railing the topic over. Let me try and clarify my earlier post...

    I think most of the raging compulsion to play Glitch stems singularly from the fact the game is unavailable part of the time. The 'addiction' is actually two-fold, with the move damaging portion being the constant 'checking if it is open or has changed'. That will go away once the game is available on a consistent basis and the rate of development change slows. Quite honestly, it's no more obsessive or strange than the expecting mother who keeps tabs on all the ways her baby is growing.

    Until the game is up the majority of the time, we'll have no way of know how addictive Glitch itself is going to be, but I have the sneaking suspicion the 'high addiction' window is about a week long. That'll be about the time Quests stop appearing at a frequent pace, and you hit the 'grind' phase of things... at least for a bit until you start in on the next 'batch' of skills.

    Just because I think the mad rush to get into the game when we hear the much anticipated words 'it's open' or see that red sign go away is utterly hilarious, doesn't mean I don't partake. So until the next test, I too will sit and wait for the bell to go off, salivating with the rest of you.
    Posted 19 months ago by Travinara Subscriber! | Permalink
  • striatic, I don't really think it's fair to compare stair design to games. No one is saying that addicts have to 'figure it out on their own' - but I like how glum pudding put it: I don't think that developers typically go into the game-making process thinking, "How can we make a game which people will want to play once in a while, like maybe on alternate Thursdays?" If Glitch is highly compelling, great! I do agree that people throw around the word 'addictive' too lightly but IMV you can't hold TS responsible for the minority who can't handle their addiction.
    Posted 19 months ago by Cupcake Subscriber! | Permalink
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