random interVals in Games
in his article “Behavioral Game design,” John hopson (2001) reports that experiments in
behavioral psychology suggest that player behavior is affected by chance and the interval
at which the player is rewarded for actions. When a player has a chance to be rewarded
at regular intervals, the player’s attention and activity will spike at those intervals. When
those intervals have random lengths, players will be active most of the time because they
never quite know when their next action might lead to a new reward. Use this powerful
knowledge with caution.
Per “attivo” non si intende quando un giocatore prende una maledizione su dominion, senza che ci sia alcuna carta azione-difesa nel set up- si intende piuttosto quando, fuori dal tuo turno, sei chiamato a compiere delle scelte/partecipare attivamente, e non meccanicamente, al gioco.