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Why Diablo 3 is less addictive than Diablo 2: a scientific explanation | Alex Curelea's Dev Log
6/06/12 5:39 PM
Thats basic learning. The habit only emerges once Julio begins craving the juice when he sees the cue. Once that craving exists, Julio will act automatically. Hell follow the habit:
This is how new habits are created: by putting together a cue, a routine, and a reward, and then cultivating a craving that drives the loop. Julios brain activity is particularly illuminating:
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Why Diablo 3 is less addictive than Diablo 2: a scientific explanation | Alex Curelea's Dev Log
6/06/12 5:39 PM
Even more interesting, once the habit is formed the reward response happens before the reward is even delivered:
The parallel to Diablo 2 is obvious to anyone whos ever played it: see monster on
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Why Diablo 3 is less addictive than Diablo 2: a scientific explanation | Alex Curelea's Dev Log
6/06/12 5:39 PM
screen, kill monster, receive reward in the form of an item that makes your character stronger. Diablo 2s brilliance was in how the rewards were designed and spaced out just powerful and rare enough to be meaningful, just frequent enough to enforce the loop described above throughout the game.
Why Diablo 3 is less addictive than Diablo 2: a scientific explanation | Alex Curelea's Dev Log
6/06/12 5:39 PM
Diablo 3 has no real reward loop there is only a frustration loop, which can be temporarily alleviated by using the Auction House. As the game progresses in the hardest difficulty (Inferno), the frustration part of the loop gets longer and longer, as upgrades become more and more difficult to buy. The Power of Habit has something to say about this, too: When the juice didnt arrive or was late or diluted, Julio would get angry and make unhappy noises, or become mopey. And within Julios brain, Schultz watched a new pattern emerge: craving. When Julio anticipated juice but didnt receive it, a neurological pattern associated with desire and frustration erupted inside his skull. When Julio saw the cue, he started anticipating a juice-fueled joy. But if the juice didnt arrive, that joy became a craving that, if unsatisfied, drove Julio to anger or depression. [] For those monkeys who hadnt developed a strong habit, the distractions worked. They slid out of their chairs, left the room, and never looked back. They hadnt learned to crave the juice. However, once a monkey had developed a habit [] the distractions held no allure. The animal would sit there, watching the monitor and pressing the lever, over and over again, regardless of the offer of food or the opportunity to go outside. The anticipation and sense of craving was so overwhelming that the monkeys stayed glued to their screens, the same way a gambler will play slots long after hes lost his winnings.
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Why Diablo 3 is less addictive than Diablo 2: a scientific explanation | Alex Curelea's Dev Log
6/06/12 5:39 PM
Ouch. Hits a bit close to home, doesnt it? In the end, Blizzard is left with two groups of players: New players will not experience Diablo 2s reward loop, and will not get hooked. They will enjoy the game, get to the end, and (for the most part) wonder what the big fuss was about, lose interest, and wander away. Old Diablo 2 players will be left frustrated, unsatisfied by the lack of in-game rewards they were craving, and become angry, depressed, and reduced to flinging poo on the Battle.net forums. Out of necessity, Diablo 3s reward system has to account for the Auction House. Because equipment is never destroyed, in-game rewards can never be too frequent or powerful or they will flood the Auction House, eventually trivializing game difficulty. There have been many solutions proposed (here is one particularly insightful discussion), but the reward system seems so intertwined with the Auction House that its difficult to see a radical change coming. Blizzards response over the next few patches will be very interesting to watch.
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