@Tai_MT We're saying a lot of the same things but there seem to be two points on which we fundamentally disagree:
1) The value of the "little hit of dopamine" from seeing something big or impressive the first time. I agree that it's not what you would call "psychologically significant" in the long-term (I only use the term "psychological benefit" to specify that it provides some sort of good feeling for a reason entirely separate from its practical use). But I feel like that "little hit of dopamine" is still worth designing around, because - well, why not? As long as the concept in question doesn't have any adverse effects (here, unnecessarily large numbers
can have minor adverse effects but I think they're easy to avoid by making good UI choices), I think it's always a good idea to let the player give themselves an 'attaboy'.
I don't disagree that we shouldn't strive for those hits of dopamine. Nor should we discount including them.
My disagreement is whether these hits are "psychologically significant". I don't think they are.
A hit of dopamine really isn't that psychologically significant. It is beneficial in conditioning (the conditioning itself would be psychologically significant or important), but the act of getting your dopamine high isn't anywhere near that important (unless the dopamine hit is so large that it does actually turn you into an addict... which is probably neither here nor there, and is likely a larger discussion on gambling and addictive personalities more than anything else). A "typical" healthy person notices the dopamine hit as a fleeting moment of happiness.
As it is a fleeting moment of happiness, it isn't psychologically significant.
Is that dopamine hit unimportant? Absolutely not. It is a vital tool devs can and should use in their design.
Is using specific numbers going to guarantee a dopamine hit? Nope. Not even in the slightest. Because numbers require context for them to deliver that dopamine hit, you can't just rely on "big numbers" to give that dopamine hit. Likewise, you can have your "big thresholds being broken" with smaller numbers if you want for the same dopamine hit you'd get with larger numbers.
My point is that the numbers themselves... don't matter. What matters is the context in which you are using those numbers and in which they appear.
2) Whether there are psychological breakpoints for numbers in our mind. I provided several examples that I believe illustrate how powerful these breakpoints (generally 100; 1,000; and 1,000,000 as the most powerful ones for Westerners) can be in our mind. You remain unconvinced and insist that these numbers can only be powerful in relativity to whatever other numbers are around them. (I do agree that relativity to other numbers throughout the game is very important too, but I feel that crossing these breakpoints provides a far greater psychological effect than similar increases that don't cross them, because these breakpoints are used by the mind as a frame of reference.) If I understand your argument correctly, you believe that 800->1000 is no more powerful than 600->800. I've given most of the good examples that I have and I feel very strongly that I'm right on this point, but if I can't convince you, that's perfectly okay. I don't think I really have any other evidence to lay out on it.
I believe the "breakpoints" are more fluid. Numbers ending in zero are just "easiest to compare" most of the time. Passing a threshold of 573 isn't going to mean much without a lot of context for it. However, if something ends in zero, it's an automatic "stop point" just based on the way numbers are used. 10, 20, 30, 100, 200, 1000, 5000, 10,000, etcetera. You can create a "satisfying" break point at any number in reality, but ones that end in zero are actually far easier to do since most people are already trained and wired to value numbers that end in zero. After all... ten fingers... ten toes... learn to count to ten... rules for how you say numbers higher than ten change every 10 digits... etcetera. It's learned behavior that we wire into ourselves and each other. 10 is the basis of our decimal systems... etcetera.
Numbers that end in zero are "most familiar" to us, so we feel comfortable using them as a "breakpoint". It doesn't have to be 100. You can use 80. Or 70. Numbers that end in zero are far more favorable innately to people and are the best places to put the "breakpoints" in terms of nearly anything.
But, the rules get "muddy" when you get into video games. You can make numbers as small as 5 a "good break point" with gamers without a lot of effort. You can make small percentages a "good break point" with gamers without much effort. All of that lies within the context of the game. A game can be designed around the typical "break points" nearly every other aspect of our lives revolves around, sure. But, with video games, it doesn't have to be. It's not even "harder" to break that trend with a video game. If the effect/journey are the exact same, but you change the numbers, you get the same effect. The same hit of dopamine.
You can actually see this in action in a lot of games. Reaching Level 100 in some games can be disappointing because it was very easy to do (or you put in no effort). Let me direct you to a mobile game called "League of Angels". It is very easy to achieve the "breakpoint" of Level 100, yet few people playing will ever experience the hit of "dopamine". If you watch a review of the game, you can probably explain exactly why.
It's because Level 100 means absolutely nothing in the game. How does it mean absolutely nothing?
The game plays itself. You load up the game and it fights for you (you can fight yourself if you want, and select attacks, but you will be fighting all the automatic play features the entire time you try to do so). It bombards the player with rewards constantly and plays itself while you redeem those rewards. You'll reach Level 100 within a matter of a couple hours and have nothing to show for it other than you left the game running to do so. You'll spend more time claiming rewards than watching what is going on, on the screen.
The breakpoint of "100" means absolutely jack and squat if it isn't given the correct context.
But, if you played say... World of Warcraft and achieved level 100 after 600+ hours of gameplay... Well, the breakpoint of 100 is exceptionally significant. It represents the effort you put in.
Nothing is significant across all cultures and time. Such a stipulation is just silly as it would include alien cultures and all cultures that ever existed or will exist. If someone can think of something that's universally significant across all cultures and all time, please enlighten me.
Exposure to violence... effects of pacifism... etcetera. Things of that nature that directly affect behavior and thinking, which actually would be significant across all cultures and time.
It's only silly if you are thinking of it purely from a "objects only" point of view. Psychology isn't really about "things" as much as behaviors and manipulation of those behaviors.
Due to the nature of the universe and everything in it, there are going to be things that are the same across all cultures and time. Mostly because it's wired into our survival instincts and drives associated with that.
Most things with flimsy ties (or no ties) to those don't usually end up being "psychologically significant" in any way. In fact, if you had to devote most of your time and effort into securing your survival and had very little or no time for video games... Numbers in video games REALLY wouldn't have any significance for you. Numbers really only have significance psychologically when they're tied directly to our survival instincts. Psychology is pretty fascinating stuff, and requires a lot of "examining everything for base components and logic" rather than trying to rely on "feelings".
Heck, some Psychology even breaks down "emotions" into base components and logic, which is even more interesting.
But... numbers aren't really psychologically significant except in relation to something actually important to us. Survival. We quickly abandon any other use of numbers and behaviors associated with those numbers when our Survival comes into play.
In the end, it just comes down to the fact that your definition of "psychologically significant" is different from mine. I consider anything that affects one's psychology, regardless of the method, "psychologically significant".
So... literally everything in the world is psychologically significant to you. The rotation of the planet is psychologically significant to you. The wind being 1 degree warmer or cooler is psychologically significant to you.
Do you see where this slippery slope goes yet?
I'm trying to be reasonable with "my definition" in order to clearly define what does and does not fall into the category. Psychologically Important is anything that changes behavior, thinking (logic or lines of logic for a more clear definition), or perception. A temporary change like a hit of dopamine is Psychologically Important. It affects your perception at the very minimum.
Psychologically Significant is something that does those things on a more permanent basis. Brain damage, for example, is Psychologically Significant. Addiction to a chemical is Psychologically Significant. Dopamine Burnout is Psychologically Significant.
A number, on its own, isn't either of these things. It is just a number. It needs context to even be rendered "Psychologically Important".
At least, if we're going to go by any
reasonable definition.
This would be in contrast to "psychologically insignificant" as in something that does not affect one's psychology. I.e. a binary categorization. If something doesn't affect one's psychology, it is deemed "psychologically insignificant" since there's no effect and thus not worth noting/acknowledging, hence insignificant.
I don't disagree, except that list is pretty small... or nearly nonexistent... unless we're discussing a particular individual who is a psychopath. But, even they have things that affect them psychologically.
"Psychologically significant" would be the opposite, since something that does have an effect on one's psychology would be worth looking into (assuming on the subject of psychology, of course), hence significant.
Again, you are talking about literally everything. Can we have a less broad definition? I prefer mine since they're less broad, less wrought with infinite variables, and far easier to work with and understand without going deep into "navel gazing" territory.
Let's also not forget the intrinsic psychological effects of certain numbers, such as 1337. This is especially prominent in gamer culture. It doesn't matter if dealing 1337 damage is a lot or a little, just seeing that number gives you that shot of dopamine.
You should look up the word "intrinsic". It doesn't mean what you think it means. That being said, 1337 has no intrinsic anything. Without context, it is meaningless. The only reason it means anything at all is because people thought it was a good way to talk when people were using "leet speak" to essentially bypass profanity filters. That's the origin of 1337. Some people were using it to bypass profanity filters... some little kids thought, "hey, that's cool", and so the fad took off.
Even today, nobody really uses it or cares about it except little kids. Heck, as a little kid, I thought "leet speak" looked stupid as crap and it immediately notified me of who was worth conversing with and who wasn't in a chatroom just because of the commonality such people talking like that had in personalities and behaviors.
An apt comparison would be "it's the internet equivalent of a Valley Girl".
I actually don't even notice it unless the game points it out to me. Then, I usually think, "oh yeah, that was a thing 20 years ago. Why is this still around?"
But, that's me. That my opinion on it.
I have the same opinion of those who reference "420" and "69" as well. It's almost universally an eye roll from me and a "I remember being 12, good times."
And this is from someone who grew up in the time when these became popular and were "common parlance" on the internet. They're largely non-existent now except among young children.
1337 has no effect without the context of what it's meant to represent. Which means, what it represents is what is psychologically important to some people, but not really in general, and the number itself is fairly meaningless to anyone who has no idea what its context is.
Edit:
See, that's the thing though...context is always assumed to be included when discussing such things. It makes no sense to purposely remove the context in order to strip it of value, other than to say you can. Otherwise, what practical applications would there be for doing so?
Anyways, I think most of us agree that have really large numbers is just superfluous and totally unnecessary. It would be purely an aesthetics choice. I personally like 3 digits since that allows percentages to work while being easily comprehendible. I would then reserve 4 digits for special occasions.
Who assumes context is always included when discussing things? I don't. It's why I tend to preface most of what I'm talking about with the proper context. Who leaves someone to just assume things?
If someone walks up to me and says, "I killed Joe last night", I'm not going to assume anything. I ask for context. "in real life... or...?" and when they provide the context, then I understand and it will affect me how it should.
The interesting part about game design is that nearly all of it is about "giving the player context". A crafting system means absolutely nothing to a player until you give it context within the game itself. It's a crafting system, so what? It's a mini-game, so what? It's 50 Attack, so what?
Video games are worlds and cultures unto themselves. They will tell you the rules of them, which will give you the context you need, to determine the importance of things. Which, leads to your dopamine hits which are Psychologically Important, but not Psychologically Significant. Because the games themselves are what is determining the context and importance of things rather than the real world, there's a lot about video games that is "fluid". That is... meaningless and insubstantial until you give it meaning and substance.
The "practical applications" for stripping things of context would be:
1. Dealing with an unknown culture where you don't know their contexts for things. This would be especially important in dealing with alien civilizations.
2. Dealing with an unknown system of rules and values. Some cultures may throw gold and diamonds away while they also wear jewelry made entirely from wood. if you don't strip away contexts to allow someone to teach you their contexts, you're going to be forever confused... or ostracized.
3. Eliminating all context is a pre-requisite for crafting an entirely new world. As a writer, I do this quite often. When I create a world, nothing it is has meaning until I decide it should have meaning. Then, I assign context.
4. "Objectivism" Or... at least I think that's what it is called. It's philosophy where at its base assertion is that things have no purpose or meaning until some form of life decides on a purpose or meaning. For example, a "gun" has no meaning to a bacteria. It may as well be a very large paperweight. But, in the hands of someone mentally unstable and waving it around frantically... the meaning of "gun" is invariably "dangerous". In this philosophy, you strip context away because context is what frees you to consider other points of view and possibilities. An object is an object until someone tells you the meaning and purpose of that object. One rock is no different than another rock until someone tells you one of them is more valuable to them and is confused why you don't value it the same as they do.
It all boils down to context.
The number is just a number until you assign it context. Video games are a unique place in which the real world hasn't assigned that number its context. The game designer gets to assign the context of that number. You, the person building the game, gets to tell anyone who plays it, what that number means. And they will believe you. They will follow your assertion of its meaning until they stop playing the game.
Anyway... yeah, after so many digits, the human mind just doesn't really "process" numbers anymore. That's more biology than anything else. Most people tend to lose complete interest after 5 or 6 digits. Almost nobody can hold interest after 8 digits.
There's a practical reason for keeping them "only so big" for the player's benefit.
But, mostly, the only benefits and drawbacks of any size of number apply to the devs solely.
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Anyway, I'm done with the Philosophy Lessons and Psychology Discussions. They've strayed the topic pretty far off course.
There are Mechanics reasons for using numbers of certain sizes that a dev can take advantage of. That's what is important here.