(If you like this post, you’ll love my book, Actionable Gamification: Beyond Points, Badges, and Leaderboards)
A Quick Analysis Diablo II through the 4 Phases
Now that we have a basic understanding of the 4 Experiences Phases, let’s see how a game like Diablo II uses the 8 Core Drives within the 4 Phases.
Discovery Phase
Since Diablo is a well-known franchise by Blizzard Entertainment (among many), the Discovery Phase, or why people would want to try out the new game, is fairly straightforward.
One of the key reasons for any sequel to be played is Core Drive 4: Ownership & Possession. If you have committed yourself to many hours of the previous game, you feel like it’s part of your own and you naturally want to acquire and collect the rest of it. This is similar to naturally wanting to watch new Star Wars movies to complete the story, even though you hear from everyone that it is a huge disappointment.
Another reason is Core Drive 5: Social Influence & Relatedness. When the new Diablo game comes out, even if you wanted to keep your old resolve of not playing Diablo anymore, old gaming buddies will likely get it and push you into playing with them. This of course attaches to Loss & Avoidance (Core Drive 8) when you feel like you are no longer spending time with friends because they have their gaming parties that does not include you.
There’s also a bit of Scarcity & Impatience (Core Drive 6) for those that waited over 10 years to play the next game, as well as Unpredictability & Curiosity (Core Drive 7) for those that want to know how the new game is better or for people who keep hearing about the game.
Onboarding Phase
Continue reading Game Design Analysis of Diablo II through Level II Octalysis