Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Sunday, November 15, 2009

Ding!

Happiness is not a goal; it is a by-product.
- Eleanor Roosevelt


I started playing a game called Borderlands about a couple of weeks ago. It’s a first-person shooter masquerading as an RPG, which means that the excuse for Rambo-esque levels of mindless violence is an endless proliferation of noble quests, fetch-and-carry exercises, hunting expeditions and attempts at ethnic cleansing.

The reward for all this effort? Experience, of course. The slow accumulation of those arbitrary little points, mounting towards the blessed number at which the counter resets and I achieve the unlimited powers of a level two Hunter. Which will let me go out and kill and kill again, with more effectiveness than ever before, and face greater challenges and fiercer foes, that I might accumulate more experience and rise to the pinnacle of human achievement that is level three, that I might become yet more powerful and render yet greater species of wildlife extinct, that I might accumulate more experience and reach the demigodhood of level four, at which point I can depopulate whole continents with the mere twitch of an eyebrow, gaining unprecedented piles of experience in order to reach level five, at which point…

You get the idea. In less entertaining games, this is called grinding – the endless, tedious repetition of the same actions in order to access content not yet available. I remember with gritted teeth my month in World of Warcraft’s torturous, mindless xp-mills; I see my better half’s inexplicable addiction to Facebook’s FarmVille, the very definition of pointless grind.

When you play a regular shooter, it’s for the exhilaration of combat and to progress the storyline. Borderlands, and any other RPG, you play for the levelling up. Everything else, including any pleasure taken from the front-end gameplay itself, becomes secondary. The very existence of experience levels changes the dynamic, defining the game not in terms of storyline or other abstracts but with reference to a series of short-term goals. But even though it’s a series of diminishing returns, as the reward is separated by increasingly longer periods of time and effort, we still do it anyway. And not just do it, but become addicted, obsessed with ‘just one more’. Why?

Probably because there’s something very comforting about the straightforward relationship between work and reward. Humanity has a tendency to reduce the irreducibly complex to something simple, straightforward, easy to understand. Look at Fox News, if you’re struggling for an example. Life isn’t simple, it isn’t easy to understand cause and effect. Things happen for reasons nobody really understands, and there’s no guaranteed correlation between the work that you do and your reward. That handsome chap at work spends most of his time surfing the internet rather than working, while you do all the little jobs nobody wants to do – who do you think’s going to get promoted?

But a level-based game quantifies that relationship, allows you to reduce something indefinable to something manageable, and rewards you just for showing up. It’s a guarantee that if you spend enough time, you will succeed. It’s replacing the uncertainty and challenge of skill-based gaming with the promise that enough time spent grinding through easily beaten enemies will eventually give you the tools you need to win. And since knowing your level and the level of your enemies lets you predict the victor of any given combat with reasonable accuracy, it’s simple good sense to play cautiously. When the reward for facing significant opposition is far outweighed by the penalty should you fail, the very game itself is rewarding you for avoiding risk. It’s a situation guaranteed to promote boring, grind-heavy play.


And those aren’t skill-based tools, like the sort of hand-eye coordination you develop from playing too much Pac-Man, but statistics-based ones. Abilities within the computer, not within yourself. Abilities anyone with enough time and patience could receive.

It’s this certainty of success, combined with humans’ tendency to break long-term goals into a series of smaller ones, which makes the level-based approach so successful, and so attractive. When carrying out a long, boring job, or at the gym, on the treadmill, who hasn’t started calculating halfway, one-third, one-quarter checkpoints? The sense of achievement you receive from hitting those goals, and the promise of a similar feeling when you reach the next one, provides the emotional drive necessary to continue at an unpleasant task. And keeps people coming back for one more hit, keeps them paying money into the coffers of MMORPG designers.

And these factors make grinding inevitable, even in a game which is quite a lot of fun. In something like FarmVile (no, that’s not a mis-spelling), it’s the whole of the game. And the addictive qualities of levelling are prompting quite sophisticated monetization of browser-based games. By allowing players to pay actual money for virtual cash and bypass some of that tedious grind, the developers are creating a built-in gold farming system and guaranteeing themselves a steady revenue stream, while those developers who eschew grind-based mechanics in favour of less exploitative (and more enjoyable) innovations are being left behind.

When I was a teenager there was a Playstation game called FutureCop, which had a side-salad game called Precinct Assault. The objective was to capture turrets and outposts, gaining points with which you could generate mini-tanks, which would then sluggishly trawl the length of the arena and eventually, hopefully, breach the walls of your enemy’s base. Naturally, he was trying to do the same to you. Your opponent was a computer-controlled flying machine called ‘Sky Captain’, who was tougher, faster and more manoeuvrable than you were. While you trudged around the arena on foot, he flitted over walls and away, claiming turrets you couldn’t reach and conducting hit-and-run attacks on your columns of tanks. All the odds were stacked against you.

But when you beat him on the hardest difficulty setting, after three hours of focused, controller-gripping tension as the balance of power wavered your way and his… when that little tank crossed the threshold of his base, and Sky Captain produced such a howl of frustrated rage that you shivered a little, in front of the screen… that feeling’s something I’ve never experienced since. I was lifted into the sky, tapdancing on clouds. And the reason I felt such elevation was the knowledge that I’d done something remarkable, something which had required genuine effort, genuine skill.

I didn’t just turn up.