"...
Conclusion
When we design a game, we are constantly on the lookout for 'fun'. However our ability to identify and augment fun is only as good as our mental model of what fun looks like. Our commonsense models of competition overvalues the delight expressed by winners and undervalues the reactions of other player populations. By adopting a more sophisticated model of how winners and losers react in various situations, a designer has a much better chance of knowing why their design fails and how they might fix it...
Now we have a fresh opportunity to design friendly competitive games that build relationships instead of breaking them down."
The full article is at http://lostgarden.com/2009/11/testosterone-and-competitive-play.html
The author Danc has been a game designer, pixel artist, painter, tools designer, product manager and marketing guy.
I found this article on another MMORPG website.
Conclusion
When we design a game, we are constantly on the lookout for 'fun'. However our ability to identify and augment fun is only as good as our mental model of what fun looks like. Our commonsense models of competition overvalues the delight expressed by winners and undervalues the reactions of other player populations. By adopting a more sophisticated model of how winners and losers react in various situations, a designer has a much better chance of knowing why their design fails and how they might fix it...
Now we have a fresh opportunity to design friendly competitive games that build relationships instead of breaking them down."
The full article is at http://lostgarden.com/2009/11/testosterone-and-competitive-play.html
The author Danc has been a game designer, pixel artist, painter, tools designer, product manager and marketing guy.
I found this article on another MMORPG website.