Дата: 24.03.2014 12:38:39
Bodak, on 24 March 2014 - 07:55 AM, said: Bang on the money and well worth QFT. For those who don't
know- B.F Skinner was a behavioural Psychologist who experimented
on animal learning. A Skinner box is a cage with no stimuli and
only a simply activated switch for interaction. Pressing the switch
dispenses a single pellet of food. The animal inside (usually a rat
or a pigeon) activates the switch accidentally at first, but the
food pellet acts as a positive reinforcer for that activity so that
the animal eventually learns to press the bar when it wants to feed
itself. Here's the relevant part: Expressed as a
graph, switch presses form a sort of bell curve as the animal at
first presses the switch only infrequently, then more often.
Eventually however, once the connection has been made,
switch-pressing declines and occurs only when the animal wants to
eat. Skinner wanted to find out whether switch pressing
could be increased further and in subsequent experiments, found
that introducing a random element to the switch increased the
frequency of switch pressing. In other words- if the animal learned
that a press of the switch guaranteed positive reinforcement, it
would eventually only press the switch when it wanted food. If
however the pressing of a switch didn't always yield positive
reinforcement, it would be much more active in pressing the
switch. In the context of WOT- even the best player
can't guarantee a good game when they press the battle button and
we've all experienced that 'one more game' feeling trying to get
the daily double bonus on a tank that just won't win. Let me
clarify that: Obviously, only an idiot would expect to win all the
time- but its not unreasonable to expect to feel like you've
influenced the game in some way. Even in a loss, you can feel like
it was a good, close game. Its clear from the threads on here
that this is a rare feeling amongst the bulk of the player-base.
Because performance varies so wildly from game to game, the
positive reinforcement of winning (or playing well) can't always be
guaranteed. Having fostered that obsessive mindset in the
player, WG then offers short-cuts for cash micro-transactions, in a
way that can't be called 'pay-to'win', but at the same time clearly
allow the player to advance faster. Put another way- take your
favourite, high-tier, elited tank, strip out your consumables
and equipment modules, replace the gun, engine etc with stock
equivalent and replace your three-skill crew with the a 75% one.
Now play a few games and tell me there isn't a massive incentive to
use free experience to skip that grind in the hope that better
equipment will lead to a greater correlation between pressing the
'battle' button, and the endorphin reinforcement of being in
the top five players of a winning team. Summary: The
game is very carefully designed and balanced to reduce player
agency and increase player frustration in order to generate revenue
streams that rival triple-A titles.
eekeeboo: Weeeell it's a good point, but somewhat inaccurate as the game
falls more under operant conditioning due to the nature of the
behaviour performed rather than an action performed.
And there's definitely no pay to win element in WoT, just pay to
grind less
