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Ever play an arcade video game from the 1980s? I'm talking about the ones in the arcades where you had to pop a quarter into the machine to play.
Here's the thing about those games. The first 2 levels or so were usually pretty easy. Weak AI opponents. Easily distinguishable patterns. But then you hit level 3 or 4. And the difficultly skyrockets. With absolutely no warning. You go from "Hey, this game ain't so bad" to regretting all of your life choices. And if you don't know what you're doing, you're going to get owned, hard. Only a few people could get past a couple of levels, and only the best of the best were skilled enough to be able to play as long as they wanted until they clocked the game.
That's where we're at now. Trump played those first couple of levels. Clinton was a divisive figure in her own right and treated the 2016 race like she could skate to victory too. Biden had weaknesses that Trump could easily exploit. The real game has begun and Trump has absolutely no idea how to actually play. So Trump wants to start the game over. He doesn't want to make it to level 3 because he knows he'll never beat level 3. He's looking for a reset switch like on the Atari 2600 so he could keep playing the first two levels over and over and over. Because he knows how to beat those.
But he can't. So he's essentially stopped playing the game. He's telling everybody in the arcade how rigged that machine is, the joystick's broken, and you need to hit the fire button 10, 12, 15 times for it to fire. And he's getting jealous that all the cool kids in the mall aren't listening to him, and are circling around the new girl who popped her quarter in and has gotten to levels Trump hasn't even seen before, while he goes to the corner of the arcade, pops a quarter into the dusty, old Pong machine, and wonders why nobody fucking cares.
Only semi-related:
Hunter S. Thompson took great pains to speak in sports metaphors, because that's the language of "middle America."
I've thought that, for a while now, video games have become the language of "middle America" and whoever can speak to the gamers in their language will capture their minds.
Steve Bannon also understood this, and that's why he succeeded in capturing many young men's minds through Gamergate.
We need people better than Steve Bannon speaking this language and leaving gamers with positive, healthy understanding of the world around them.
Anyway, I write this because I think your video game metaphor really works here, and I think that's the way to speak to a large portion of our populace now.
I don't know that arcade metaphors really work for most of the population now, though. Even when I was young they were dying.
Make the guy who makes tier zoo on YouTube teach all democrats.
Seriously, the devs took a big risk with the 2016 patch, they just didn’t like what the players did to that gorilla.
It wasn't like a switch got flipped, no one would keep playing.
They'd make a tiny segment super hard so you'd have to drop a couple bucks to get past it. Go back to easy for a little. Then hit another hard part.
It's basically the whole reason for boss fights.
Once games started developing storylines, plots, etc. it was like that. It was an intentional strategy developed to keep you playing. But early developers weren't thinking that far ahead. The idea was to give you a couple of easy levels so you feel you got your 5 minutes worth of entertainment worth, then start punishing you at level 3 or 4 so you'd lose and the next person would play.
And some were made by simple oversight. Space invaders' increasing difficulty was solely the result of hardware limitations of the time that just happened to result in the exact difficulty spikes they were looking for. As a programmer, I could, for example, set level 1 vs. an opponent that was slow as festering dog shit, but be lazy and just double his speed with every level. As long as the player's speed stays the same, it would become nearly impossible to win in a couple of levels.
Either way, the results were the same: 25 cents for about 5 minutes worth of entertainment. That was the goal of the day. As you mentioned, they fine tuned it by the mid 80s with games like Mario and the like. but those early games were meant to get you off the cabinet as quickly as possible so soneone else could pop in their quarter.
Exactly, and long term people would stop playing because they always get stuck about the same time.
It's like how humans respond to rewards, a steady consistent reward is kind of motivating, it's why we go to work in the morning
But what works a shit ton better is sporadic rewards that have a tiny tiny chance of paying off.
That's why people get addicted to slot machines and not working at McDonald's. If a slot machine paid out 75 cents for every dollar everytime, no one would play.
Have them win $7.50 every tenth time they put a dollar in tho, and people will flush their entire lives away chasing that 1/10 of a time they "win".
So if you really want to exploit gamers, you can't steadily increase difficulty. Linearly or exponentially, it doesn't matter. To hook people they need those "wins" and they'll keep dropping quarters or spinning loot boxes.
In coin operated video games, that's when things get easy
A better example with Space Invaders is once they beat a level, they get to the next one and it's slow again due to the amount of enemies on the screen. Letting the player get that easy time again hooks them. If the next level they were all as fast as the last one from last level, it wouldn't have been as addictive