- Aion Classic
- Aliens: Crucible
- Alone in the Dark
- Alpha Protocol
- Arcanum: Of Steamworks & Magick Obscura
- Baldur's Gate
- Baldur's Gate II
- Baldur's Gate II: Shadows of Amn
- Baldur's Gate III
- Baldur's Gate: Dark Alliance
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- Beyond Divinity
- BioShock
- Champions of Norrath
- Champions: Return to Arms
- Curse of the Azure Bonds
- Cyberpunk 2077
- Dead by Daylight
- Death's Door
- Demon Stone
- Deus Ex
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- Diablo
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- Dice Legacy
- Disco Elysium
- Divine Divinity
- Divinity II: Ego Draconis
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- Dragon Age II
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- Drakensang: The Dark Eye
- Drakensang: The River of Time
- Dungeon Lords
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- Dungeon Siege III
- Dungeons & Dragons Heroes
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- Elden Ring
- Eschalon: Book I
- Eschalon: Book II
- Eschalon: Book III
- Eye of the Beholder
- Eye of the Beholder II
- Eye of the Beholder III
- Fable II
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- Fable: The Lost Chapters
- Fallout
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- Game of Thrones
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- Lionheart
- Mass Effect
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- Witcher 3: Wild Hunt
- Wizards & Warriors
- World of Warcraft
Jeff Vogel: Addiction-Based Design, Part Two
Following the discussion he started in RPG Vault’s View From the Bottom #12 feature, Spiderweb’s Jeff Vogel continues to analyze addiction-based game design.
It’s a powerful design technique, and there are a lot of good examples of it being used (and pointedly not being used). Some of the examples are quite surprising.
Massively multiplayer games are probably the best example of encouraging addiction. When character advancement is frequently referred to as a “treadmill” and gold farmers earn money playing the game for other people’s behalf, that should tell you something. Every level or nice piece of loot results in a feeling of satisfaction and achievement. If you play these games any amount of time, you will see players get into passionate arguments about who gets the nice treasure a monster just dropped. Of course they do. They are junkies fighting for a nice hit of their drug of choice.
…
Another amusing example is the free game Progress Quest. It is a brilliant parody of the RPG genre, a game that plays itself. You just run it and watch your character gain levels. It’s quite funny, and yet it is worrying how satisfying watching that bar fill up can be.
One of the best and most interesting examples of addiction-based game design, in my view, is Achievements, that metagame that can lay a layer of grinding and reward-gathering on top of even the most innocent game. Even World of Warcraft has them now, a move of awe-inspiring cruelty to its already fixated player base.