DinsdagColumn: Brieven uit de Anderwereld 2: “A Winner is You”
De MaandagColumn DinsdagColumn komt deze week van Stefano Gualeni. Stefano is als docent verbonden aan de NHTV te Breda. Zijn specialiteiten zijn game design, architectuur en filosofie. Lees hier het vervolg (deel 1 hier) op Notes from the Otherground na de klik. (Both Dutch and English versions)
In de meest menselijke tak van game-studies, ludologie, probeert men de aantrekkingskracht en het pleziergehalte van games te begrijpen. Men focust daarbij op drie eigenschappen van games:
- Het aanbieden van een veilige omgeving waarin een speler logische patronen kan aanleren en beheersen
- Continue de inleving en verbondenheid aanmoedigen door middel van een belonen en straffen
- Toegang verlenen tot werelden, mogelijkheden of meer algemeen: ervaringen, die het alledaagse leven van de speler overstijgen
De Canadese game designer Sid Meier, een van de pioniers van onze industrie en legendarische schepper van de Civilization en Pirates! reeksen, heeft een zeer gelijkaardige visie wat het begrijpen van games betreft. Voortbouwend op zijn beroemde definitie van games als “een opeenvolging van interessante keuzes” (Rollings & Morris 2000, p. 38), beschrijft hij ze in zijn GDC10 Keynote “De Psychologie van Game Design” verder als epische reizen waarbij de spelers een einde willen dat aan de verwachtingen voldoet.
Meier wijst verder ook op een belangrijk opkomend punt in modern gaming, nl. de systematische pogingen om in te spelen op het feit dat spelers zich uniek en boven gemiddeld willen voelen.
Dit soort mechanisme steunt duidelijk op vooruitgang in de studie van de psychologie van de speler. In de industrie probeert men dit soort spelvoldoening typisch te bereiken door spelers de mogelijkheid te geven hun gameplay ervaring te verpersoonlijken. Men probeert ze ook een goed gevoel te geven over zichzelf door middel van positieve beloning. In Civilization Revolution (Firaxis, 2008) gaan de meeste gevechten volgens eenzelfde patroon, waarbij de ene partij de andere overmeestert dankzij betere technologie of meer manschappen. De kans dat de computer een reeks overwinningen haalt op de speler, als de speler op papier de beste kansen heeft, is artificeel begrensd. De kans dat de speler een reeks opeenvolgende overwinningen in de wacht sleept tegen een machtigere computer is dat niet. Deze twee design beslissingen hebben als doel de speler gelukkig maken, zich verbonden laten voelen met het spel, en hem de illusie geven dat hij speciaal is, boven gemiddeld en een winnaar.
Deze aanpak van hedentijdse game design kwam ook aan bod in Rob Pardo’s GDC10 speech, waarbij de executive-vice president van Blizzard Entertainment aangaf hoe belangrijk positieve psychologische aanmoediging is om spelers verbonden en tevreden te houden. Grappig genoeg vermeldde hij ook dat er een systeem bestaat in Warcraft III dat in ongelijke conflicten de statistieken corrigeert om de speler maximaal te binden en tevreden te stellen. Hij verduidelijkte zijn punt verder aan de hand van een voorbeeld van het “rust” systeem van World of Warcraft. Oorspronkelijk werden spelers gestraft als ze te lang speelden, door het percentage experience-winst naar 50% te brengen na een paar uren onafgebroken spelen. “Beta testers haatten dit idee lieten dit heel duidelijk merken”, bekende Pardo. Hij besliste dus deze strafregel te veranderen in een bonusregel. Spelers beginnen met een 200% XP winst, maar deze zwakt af naar 100% na twee uren spelen. Het was exact dezelfde mechanic, maar op deze manier werd de vermindering ervaren als het verliezen van een positieve beloning in plaats van een straf.
De industrie is meer en meer zakelijk georienteerd, en focust zich steeds meer op het behagen en in de watten leggen van haar klanten. Het is misschien interessant op te merken dat game designers hierdoor steeds minder geidentificeerd kunnen worden met de afstandelijkheid en geometrische perfectie van Plato’s Demiurge (de Goddelijke verpersoonlijking van het Goede), en steeds meer met het misleidende en aardse Boosaardige Genie zoals beschreven door Descartes. Interessant gebruik van adjectieven, toch?
NOTES FROM THE OTHERGROUND
2 – “A WINNER IS YOU”
When trying to understand the appeal and the pleasure of playing, the most humanistic branch of game-studies, ludology, focuses on three qualities of games:
- Their offering a safe environment in which an agent (player) can learn to recognize and master logical patterns
- Their encouraging involvement and attachment via systems of reward and punishment
- Their granting access to worlds, possibilities and more generally experiences that transcend the player’s everyday life
Canadian game-designer Sid Meier, one of the founding fathers of our industry and legendary creator of the Civilization and the Pirates! series, has a very similar vision when it comes to understanding games. Expanding on his famed definition of games as “series of interesting choices” (Rollings & Morris 2000, p. 38), in his GDC10 Keynote “The Psychology of Game Design”, Meier described them as epic journeys from which players expect a satisfactory conclusion.
Meier also pointed out that an important and emergent feature of modern gaming is the systematic attempt to respond to the players’ need to feel unique and “above average”. Such a quality clearly pivots on advancements in the understanding of player psychology. In the industry, this specific kind of player satisfaction is typically pursued both granting the possibility for personalization in gameplay and by making the players feel good about themselves and their playing experience via a positive rewarding systems. Most of the conflicts that take place in Civilization Revolution (Firaxis, 2008) are battles in which one side overpowers the other, either with technology or the sheer number of soldiers. The chances of losing a streak of battles in which the player’s army overpowered the computer’s is artificially limited. The possibility for player’s army to win a series of disadvantaged battles is, instead, not limited. Those two design decisions are consistent towards the objective of trying to keep the players happy, engaged and not to break their illusion of being special, being above average, being winners
This approach to contemporary game design also stood out in Rob Pardo’s GDC10 speech, where the executive-vice president of Blizzard Entertainment’s game-design also recognized the need for positive psychological reinforcements to keep the players engaged and satisfied. Curiously, he also mentioned that there is a system in place in Warcraft III to correct statistics in disadvantaged conflicts in order to maximize the player’s engagement and satisfaction. Pardo strengthened his point with the example of World of Warcraft ‘s rest system where, initially, players were punished for playing too long by having their experience-gain percentage drop to 50% after a couple of hours of play. “Beta players universally hated this idea and were screaming bloody murder,” confessed Pardo. He decided, then, to turn this punishing mechanic into a bonus one instead: they let players start at 200% experience-gain and drop down to 100% after two hours of play. It was the exact same mechanic, but in this case the reduction was perceived as the loss of a positive bonus rather than a punishment.
It might be interesting to notice how, with the industry becoming more business-focused and prone to please and pamper their clientele, game designers are progressively less identifiable with the detachment and geometrical perfection of Plato’s Demiurge (the divine incarnation of the Good) and more similar to the deceitful and earthly Evil Genius imagined by Descartes. Curious choice of adjectives, there.



For concept development 4 of the A&T program we have to debate the influence of games on study results and in this article I see confirmation of what I was suggesting namely:
At the moment the gross of the games have a negative impact on study results, as they “only” consume time.
But as game-designers become more proficient with the psychology of their end-users and schools losing the attention of their students I foresee a future where education systems will NEED games to reach and teach the new generation…
So why are games more attractive then homework?
Stefano mentions, in my opinion, the biggest motivator:
“Their(referring to games) encouraging involvement and attachment via systems of reward and punishment”.
For students the choice is quite simple, will he/she choose for instant gratification or the boring path forced to them by a system(law).
The Dutch government has started to accept this fact and has started a program for this, it’s in Dutch but check it out:
http://www.kamervanmorgen.nl/kamerzittingen/games/publicatie
So as a response on also Stefano’s first column here:
I believe that the “politico-economical” world will need to align to games as they are the systems which the new generations know, trust and more important have built…
Thanks for this article Stefano, in some respects it confirms my suspect that game design is increasingly oriented towards pleasing the player the way a father pleases his young son, it reminds me how grandpa always let me win our games of checkers.
A kid losing to his father might become resentful while a kid that defeats an adult is filled with self-esteem.
This however rises a question: what happens if the kid finds out that they’re letting him win? Is the experience still rewarding and positive or would he rather feel deceived?
Given the average age of videogame players this aspect might be worth considering.
Is this inclination for easy rewards a reaction to the past?
Take Dragon’s Lair: everything you do kills you (like simply walking into a door), there’s just one path to achieve
a very diffucult goal, no rewards in between (if you don’t consider seeing Dirk dying in a hunder different ways a reward).
Think back to the Sierra’s adventures and their difficulty level, you can’t say these games were trying to feed the player a sweet candy, nevertheless they were addictive and hugely popular, maybe because every little step forward was already an hard-gained reward in itself.
At some point came the notion that the player HAD to win and what could be defined as cheat by design (the stats correction and odds rebalancing you’ve mentioned).
When this artificial aid becomes too obvious instead of keeping the players happy, engaged and maintaining their illusion of being special the designer might end up achieving the opposite goal: like in a bad action movie the effect is a “suspension of suspension of disbelief”, the player might just walk off feeling his intelligence insulted.
first off i liked the article.
and agree strongly with most of your points.
such as make it a bonus,
the bonus and malus idea is just very clear and noticable.
punishing is always unpleasant and bonusses are gifts,
so if you can turn it around… why not.
but there one thing that really surprised me,
that in Warcraft 3 statistics can be modified so the player can get the upperhand.
i would have expected these sorts of systems to make a game too easy,
or it to be at least mildy noticable (which isn’t the case in warcraft 3 singleplayer)
as put in the lecture by bungie, changes below 10% can hardly be felt,
it could be that the change in statistics is that minor.
still i would be reluctant to put in such a system.
especially in a game which also features highly competitive multiplayer.
without these balancing features, for obvious reasons.
i would be scared that challenge would be taken away,
and thus fiero lowered. an example of this is king kong the game
in King kong (the game) which was actually a decent filmgame…
there was a balancing system as well, which led to frustration among hardcore gamers.
the game would let you attempt a task, and if you failed a number of times the difficulty would be lowered automatically.
this to hardcore players felt like an insult, it was like the computer said you will never make it.
which made me and other hardcore players agry wanting to complete it at the hardest level.
but not being allowed to do it.
however this is mostly becouse the implementation was bad.
instead of changing variables enemies were switched…
so instead of an epic trex battle some velocirators came running around the corner…
therfore the change is directly visible
if they had lowered the HP of the Trex, would i have noticed?
would it be felt?
in any case it totally destroyed the fiero I and most hardcore players seek in a game.
even if HP is lowered i would expect fiero to be slightly lower, as challenge is lowered
again i have to check warcraft 3 to really judge.
about your ending.
indeed curious choise of words.
and although the system is more and more becoming a business market, then a quest for creating fun.
should that influence our thinking, and do these pampering systems make games more fun?
does the amount of fiero not get lowered becouse players do not have to work that hard.
or is it an illusion the player has to work hard, giving the player incentive to do so,
while the system makes sure the player always rewarded for his hard efforts.
becouse it gets unnoticably easier in hard moments.
if that is the case it is a brilliant system,
for many epic feeling moments can be created,
without making the game feel to hard.
this would especially work great in games such as god of war 3,
making every fight big or small challenging,
but the biggest most epic fights still doable.
(maybe it’s already in there
)
anyway it has been a good read and has nourished my mind
regards Freek
Thank you all for your insightful and nice comments.
For more games and philosophy, I am speaking at the neverending conference @ NHTV on the 10th of June with a talk titled: “Which came first, The chicken or the egg?”. Thanks again!
Reading this made me think about the outrage amongst many “hardcore” gamers because of the latest Prince of Persia for being too easy, specially in comparison with the sadistic PoP originals,it also made me think about the freakishly difficult release by From Software, Demon´s Souls; both games at different ends of the gameplay spectrum, and curiously, both game highly praised in many video gaming website and reviews.
Demon´s Souls boast about it being very hard, a real challenge, it is actually one of their USP, it is not my kind of game, but I can see why some gamers might choose this path, it all comes down to behavioral patterns like the necessity of feeling better than others and belonging to a certain elite, which is not a bad thing, just purely a trait of some human beings. Like Stefano points out, we all like to feel special; the thing is that there are different ways of achieving that feeling and different people seek different experiences. So it´s a good thing that such versatility exist nowadays withing games titles.
Games have been going mainstream already for a while, it´s a profit oriented industry, so of course they want to attract more and more consumers, making difficult and hardcore games is not the winning formula here, but is good that some of them are, because there is also a public for those.
Overall I don´t really see a significant degradation on the quality of the gaming experience, I see more options than ever, I see the inclusion of casual gamers as a very positive occurrence, because I believe in the positive impact of gaming at many levels. And, honestly,this “going mainstream” tendency it might actually be helping the development of indie games as well, opening doors that might have been kept locked otherwise.
I enjoyed PoP, I don´t always feel up to engaging in difficult and lengthy battles, sometimes I just want a quick sense of achievement and stay within the Penalty Free Learning concept. Sometimes I feel like having a whopper instead of making fresh pasta cannelloni from scratch, both experiences are rewarding in their own way.
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