
Originally Posted by
Urthdigger
Ok, I don't see WHY you felt the need to make a separate thread. As I mentioned in the other thread, you're kinda using the wrong terminology here. You say that thinking all MMOs are skinner boxes would be setting the bar low, but really they are. A skinner box doesn't mean a place where you keep repeating an action, hoping for a reward, but not getting one. A skinner box is the place that TEACHES you to do that action in the first place.
It's fairer to say that the whole game is a skinner box. Existing in a vacuum, by itself, nobody would do content like Ifrit. The rewards are too little for the effort involved, and if that's all the game was most people would have long moved on. However, things like Ifrit do not exist in a vacuum, and in fact that's the beauty of the whole conversation. The Ifrit fight is not the skinner box. The Ifrit fight is what BENEFITS from the skinner box.
What's actually an example of operant conditioning in this game, is in fact all the content OUTSIDE what people are bitching about. Quests, levelling, Toto-Rak, Grand Companies... let me explain. In quests, you put in the effort to do the quest, and you get your reward in xp, gear, and plot. For levelling, you put in the effort and are rewarded with higher stats, and more abilities. This firmly sets into your mind that effort equates to reward. That if you keep working at something in this game, it will reward you. Then we have Toto-rak, a low level dungeon. However, it differs from the endgame dungeons in one important aspect: Every chest from the boss has a 50/50 chance for items of equal value. The chests scattered about have random rewards, but the big reward from the dungeons is 100%. You're gonna get something, it may not be the weapon for your job, but you're gonna get something. This teaches you that dungeons drop loot. Finally, Grand Companies are a method of earning endgame gear through pure effort. Just get the seals and buy your gear. All of this firmly conditions you to play the game and get better gear. THAT is the skinner box. THAT is the chamber performing operant conditioning on you so you'll repeat a conditioned response.
Now, this sort of behavioral psychology isn't a bad thing necessarily. It can be used for good things, and can greatly help you learn any task faster, from tutorials in games (Games with good learning curves make GREAT use of conditioning to teach you how to play effectively in early levels), to doing your job. The problem is just when it's used to teach you to perform a task that you really shouldn't be doing in the first place, like throwing yourself at a 1% drop rate for a tiny smidgen of an increase in power in an MMO.