There are several sections that seem to make Candy Crush Saga especially addictive. Several psychologists recently gave their opinion on the subject and revealed some of those keys that make it difficult to get away from the screen when we play this title.
- It forces you to wait: humans don’t usually like to wait, but that factor has been exceptionally integrated into Candy Crush Saga: when we run out of lives in each game, we’ll have to wait 30 minutes before we can play again. Of course, we can pay to get back into the game immediately – King’s brilliant move, by the way – but that waiting makes the desire to play even more intense. It’s not the first time this concept has been used — many online multiplayer SPFs make us wait until the game is over when they kill us, and we’re part of a team.
- It makes us feel better: Dr. Kimberly Young, an expert in game addiction, explains that “positive rewards are the main reason people become addicted to something. When you play the game, you feel better. Many games are based on that principle, but the combination of that gratification with the use of positive elements in themselves (the famous candies) reinforces that concept.
- There’s always a solution: Another psychologist, Dr. Dinah Miller, who already wrote about the addictive elements of Angry Birds, explained how in Candy Crush one of the hits is that there’s no way for users to fail. If we run out of options in one of the boards, it ends up resetting itself: “I think this is part of that pattern that keeps you playing”, and if you don’t manage to solve the puzzle in the number of moves allowed — and here comes another brilliant measure of King in his magnetization model — “you can end that frustration by paying to go to the next level.
- Exhaust Valve: Another repetitive argument in many games, but equally effective in Candy Crush Saga, is its behavior as an escape valve for its players. Dr. Young confirmed: “When you read about game research you often see people who are simply looking for a distraction from something in their lives.
- The Right Difficulty: King has also known how to intelligently apply the different levels of difficulty offered by Candy Crush. One example is level 65, where many players got stuck: Facebook protests over that complexity caused King to alter that level to make it a little easier. The difficulty is progressive and, in a way, different. The mechanics are always the same, but the challenges change and keep the interest of the user.
- The mechanics of the game itself also seems like a real genius in the way it traps users so that they want to keep advancing in the game: the idea is very basic — joining three candies of the same type to make them disappear from the screen — but that concept is growing, and so do the rewards.
In fact, the scores increase when combining several candy unions, special candies are generated when joining for example four, five and even six (in L). And in turn the combinations of these special candies generate even more spectacular effects on our screens and encourage even more to achieve those achievements.
That joins challenges and goals of different types of rounds, which differ from the “normal” levels and make us for example have “rounds against the clock” or “ingredient rounds” that are like in-game games and once again manage to increase the interest of the game and its level of attraction and addiction for the user.