What's the point of any game? Entertainment. We do it because it's fun and/or rewarding. I've talked about happiness as the achievement of value - that's reward. In that same point, I talked about fun.
Purpose
But what's the point? What's the purpose of games? What does it all mean?
Nothing. There is no point. Games are entertainment. You can play with friends and enjoy socializing, make new friends, that kind of stuff -- but games are an end in themselves. They're entertainment; that's what entertainment means.
Even sports are just entertainment.Will a high free-throw percentage help you avoid car accidents? Pay for your kids' college education? They can improve fitness, but a half hour in the gym with a high-intensity or Tabeta-protocol workout will have the same effect. Sports are entertainment, too.
What's the purpose of life?
Is it to knock some chick up then spend your days slaving away to feed her and the kids, make sure the kid doesn't die before you kick him out of the house and go back to what you were doing (and enjoying) before the kid came along? Is your purpose to produce more and more humans until the planet can't support them any longer? (Never mind the argument that it can't support us now.) Is your entire purpose in life to invent for yourself a purpose and then proclaim to your neighbors how totally awesome you are for inventing that purpose? Are you here merely to serve as a guardian and provider for others, a slave to their whims and desires? Does it matter that you're genetically related to them? If so, are you saying that adoption and orphanages are evil? If not, does it matter if you were the one that knocked up the chick or if it was the UPS guy?
Or are kids fun and rewarding? In which case, you knocked up that chick because it was fun not because you had a grand purpose in mind.
Is your purpose "to make the world a better place"? For whom? Your neighbors? People with the same skin color? People born in your state? What arbitrary subgroup of humans are you 'obligated' to provide for? Are you just saying that because you want to believe that you have a purpose and haven't discovered any of the arguments that suggest that you should find your own purpose?
The easy answer is "all of the above." That's a cop-out. That's saying that you don't want to choose a purpose; you'd rather just stumble into one.
Games
Oh, right. Games. I was talking about games.
Games are entertainment. We play them because they're fun and rewarding. Good games are fun and rewarding. Bad games aren't fun or rewarding.
Bad games are like work. They make you do stuff you don't want to do - like set your alarm for the middle of the night so that you can help your team defeat an enemy. If you don't buy into the goal at the end, then the whole process loses meaning.
Many games (and sports) are fun because we learn a skill; we get better at the game. Many people like that learning process. Others like it when the other guy loses; some like it when their performance gets better.
Some of the most fun I had playing first-person shooters was playing a heads-up competition against a guy that was way better than me. I was losing but I was learning. I could see myself every day getting better. That was a real rush. Some people can't stand losing; their goal is to win. They don't want to get better, they don't want to be a good player - they just want to win.
This comes from ego. How do you define yourself? Is it important to you that other people say that you are right? Or would you rather be right? Many times, people that feel that they are without power in their lives, without control over their own lives, seek an outlet where they can exert power and control over others. Some of those people become abusive cops or angry security guards; the rest cheat in online games to crush their enemies. They don't want to be good, they don't want to win - they want to crush.
Where does the desire for power and control come from? I'd posit it comes from having an imbalanced life. Many people have imbalanced lives. American high school seems to be the epitome; hence all the teenage ratfucks in online games that want nothing more than to crush their opponents.
The rest of us grow up, find balance, and look for games that are fun and rewarding. We try to get better at games, look for opportunities to learn, and judge our mastery by how often we do win.
But Maybe...
It could be that the purpose of your life is only to serve as a warning to others.
Showing posts with label fun. Show all posts
Showing posts with label fun. Show all posts
Friday, June 4, 2010
Tuesday, May 25, 2010
Game Design: Fun Challenges
Fun & Happiness
Happiness is the emotion resulting from the achievement (or preservation) of values. Accomplishing something you don't value doesn't feel rewarding. Players are happy when they achieve something meaningful. That could be game-defined goals, player-defined goals, or even just learning.
What's the difference between fun and happiness? Grammar, for one: one "has fun" but "is happy". Does happiness come from having fun? Generally our culture views happiness as a longer-term thing, but I don't think that necessarily applies to game design -- I think players can achieve happiness from playing their game of choice. I also think that being happy isn't the same thing as having fun.
Fun is amazement, curiosity, bewilderment, happiness, laughter, vengeance, and a host of other emotions. I've talked about boring before: if you don't have anything to think about, you get bored. But being occupied isn't the same as fun. I remember working at a fast-food joint during rush hour. I didn't have time to get bored, but I wasn't having fun, either. Generally stuff that's safe (ie doesn't threaten any values) and produces a non-negative emotional response is fun. There was nothing emotional about slinging fries, but interacting with customers (especially the cute kind) was sometimes fun.
The two main groups of fun emotions are those responding to new stimuli, and those responding to positive values (happiness-related). Achieving a goal that you planned for and expected to win isn't as much fun as an unexpected victory; the emotion in the latter is stronger. I also think seeing new wonders - whether it's high-level gear or foes in Warcraft, or funky new buildings in SimCity or Travian - is stronger than happiness-related fun.
I've heard (and frequently repeated) that designers of platformers like to put players into new environments every 15 minutes. Warcraft follows a similar model (tho the time delta is hours not minutes), and RTSes and the like put players into new environments every 30-60 minutes. Players also like new games, new graphics, new expansions, etc. They want something new, because new is fun. These players are explorers, and I think it's the dominant type of players generally.
I love new stuff, new areas, exploring game mechanics, exploring the nooks and crannies of game worlds, new graphics, all that stuff - but I can also sit down and grind through some resource gathering. I turn that into a game: how quickly can I pave through this set of creatures and take their drops? How many can I kill in an hour? That's a self-created achievement goal. Some people are good at that, but most people aren't. I'm tempted to call it autistic-spectrum (the ability to focus on a narrow goal), but I actually think it's just a reframing skill.
This is achievement again. Many Asian MMOs are very grindy; players in that market are used to this type of reframing. They view the grind as an achievement path, and they can focus on maximizing their achievement performance. To them it's fun. American players, by contrast, tend to be the "fun fun fun" type that want distractions and new, shiny trinkets.
Difficulty, Perceived Difficulty, and Choice
If happiness comes from achieving meaningful value, then how does one quantify "meaningfulness?"
I think one really has to scrape the bottom of the barrel to get game challenges that aren't meaningful. It's a continuum, obviously, and I think it's related to perceived difficulty. Not actual difficulty; rather, how difficult the challenge is perceived to be by the player.
The Facebook games I've played are basically slot machines. There is no challenge; very little strategy. Do you dig in the open areas first, or go for the plants (which require more energy), or open up the gates (which require no energy and give some XP)? Ultimately you're gonna click every damn little grid square that you can. Whether you click them "smart" or not is maybe a 5% change in effectiveness. These games win on two fronts: the user can perceive some kind of magical ESP or mental brilliance in what they're doing, which is great for the vast majority of players that are fucking morons. (They play slot machines and farmville, after all.) And they get random rewards.
The two are really related. The human brain is wired to see patterns; we look for patterns, because they help us survive. Sights, sounds, tastes, smells, and even touch came into play for survival. Should I eat these berries, or wait til they change color? Does that sound mean a jungle cat is about to rip my spleen out, or is it just a harmless forest critter? Give a player a bunch of random stimulus and he'll think he sees patterns in it.
It requires a lot of discipline to avoid latching onto that perceived pattern - plus the experience to know that your brain plays these kinds of tricks, and that you need to do something other than sit there with your jaw slack and let the emotions roll across your brain. But that discipline is only useful when there's an actual pattern to be perceived. That is, in a slot-machine game, all the patterns you think you see will be fake. In Facebook games, there might be one real pattern in a hundred.
One might say "good games have real patterns for players to discover," but I'm not sure how much that's true. (It depends on what you mean by 'good' game, of course.) The facebook games are popular, even though they're just slot machines and epeen displays. I do think if you want people to pay money for your game that you need to get them to want it, to have some emotional pull to the game more than just what you get from a slot machine. (Though people do dump a lot of money both in casinos and facebook microtransactions.)
Facebook games have choice, but it's a shallow, meaningless choice. Even perceived difficulty is low.
I think perceived difficulty is better than actual difficulty. Games that are actually difficult can produce failure, and that leads to bad emotions. But without evil there can be no good: people value achievements that came with high cost. It's one of the reasons why hazing is still popular - paying dearly for something, even a gym membership, leads the human brain to bias more value.
Too many apparently difficult choices that are actually trivial can burn the player out to the point where they realize how pointless their choices are. I think I burned out of WoW once because of that. When a player realizes that all their clever strategizing was meaningless, they can shut off like a switch.
That marks your boundaries: make the difficulty too real and players give up in frustration; make it too much of a smokescreen and you risk players finding out and feeling like they've wasted their time on your game.
Challenge and Accomplishment
I want to say "the best games have some real challenge, some perceived difficulty, and reward players for making smart strategic choices." But what does best mean (i.e. on what scale)? Is this just my preferred game style? Am I just deluding myself into thinking I like challenge? I guess I'd rather be fooled into thinking I'm smart than be given a game that I can't figure out.
The point of making games is merely to feed our own values. The two major values are (1) money, and (2) the pleasure that comes from making others happy, or entertaining them. #1 is a measure of #2 - if players are entertained by your game, they'll pay you for it. The more fun and happiness they receive, the more money they'll give you. I don't think these values are separate, and it's one reason why I think discussions of "true" art and good games are pretentious and miss the point. Make a game that makes you money, and that's proof that you're making people happy.
You could make a slot machine. You could fool a bunch of ignorant rubes into thinking they're smart; give the ESP types a reason to believe in their magical powers; and amuse the easily-entertained.
Alternately, you could put some real challenge into your game. Give players choices that actually matter; where choosing wrong will mean failure. Make success cost a bit, so they value it, but not too costly to burn them. Make some choices look difficult when they're actually not. But most importantly, play with their emotions. Players want a roller-coaster ride. Give them both achievement and entertainment, and they'll give you their money.
Happiness is the emotion resulting from the achievement (or preservation) of values. Accomplishing something you don't value doesn't feel rewarding. Players are happy when they achieve something meaningful. That could be game-defined goals, player-defined goals, or even just learning.
What's the difference between fun and happiness? Grammar, for one: one "has fun" but "is happy". Does happiness come from having fun? Generally our culture views happiness as a longer-term thing, but I don't think that necessarily applies to game design -- I think players can achieve happiness from playing their game of choice. I also think that being happy isn't the same thing as having fun.
Fun is amazement, curiosity, bewilderment, happiness, laughter, vengeance, and a host of other emotions. I've talked about boring before: if you don't have anything to think about, you get bored. But being occupied isn't the same as fun. I remember working at a fast-food joint during rush hour. I didn't have time to get bored, but I wasn't having fun, either. Generally stuff that's safe (ie doesn't threaten any values) and produces a non-negative emotional response is fun. There was nothing emotional about slinging fries, but interacting with customers (especially the cute kind) was sometimes fun.
The two main groups of fun emotions are those responding to new stimuli, and those responding to positive values (happiness-related). Achieving a goal that you planned for and expected to win isn't as much fun as an unexpected victory; the emotion in the latter is stronger. I also think seeing new wonders - whether it's high-level gear or foes in Warcraft, or funky new buildings in SimCity or Travian - is stronger than happiness-related fun.
I've heard (and frequently repeated) that designers of platformers like to put players into new environments every 15 minutes. Warcraft follows a similar model (tho the time delta is hours not minutes), and RTSes and the like put players into new environments every 30-60 minutes. Players also like new games, new graphics, new expansions, etc. They want something new, because new is fun. These players are explorers, and I think it's the dominant type of players generally.
I love new stuff, new areas, exploring game mechanics, exploring the nooks and crannies of game worlds, new graphics, all that stuff - but I can also sit down and grind through some resource gathering. I turn that into a game: how quickly can I pave through this set of creatures and take their drops? How many can I kill in an hour? That's a self-created achievement goal. Some people are good at that, but most people aren't. I'm tempted to call it autistic-spectrum (the ability to focus on a narrow goal), but I actually think it's just a reframing skill.
This is achievement again. Many Asian MMOs are very grindy; players in that market are used to this type of reframing. They view the grind as an achievement path, and they can focus on maximizing their achievement performance. To them it's fun. American players, by contrast, tend to be the "fun fun fun" type that want distractions and new, shiny trinkets.
Difficulty, Perceived Difficulty, and Choice
If happiness comes from achieving meaningful value, then how does one quantify "meaningfulness?"
I think one really has to scrape the bottom of the barrel to get game challenges that aren't meaningful. It's a continuum, obviously, and I think it's related to perceived difficulty. Not actual difficulty; rather, how difficult the challenge is perceived to be by the player.
The Facebook games I've played are basically slot machines. There is no challenge; very little strategy. Do you dig in the open areas first, or go for the plants (which require more energy), or open up the gates (which require no energy and give some XP)? Ultimately you're gonna click every damn little grid square that you can. Whether you click them "smart" or not is maybe a 5% change in effectiveness. These games win on two fronts: the user can perceive some kind of magical ESP or mental brilliance in what they're doing, which is great for the vast majority of players that are fucking morons. (They play slot machines and farmville, after all.) And they get random rewards.
The two are really related. The human brain is wired to see patterns; we look for patterns, because they help us survive. Sights, sounds, tastes, smells, and even touch came into play for survival. Should I eat these berries, or wait til they change color? Does that sound mean a jungle cat is about to rip my spleen out, or is it just a harmless forest critter? Give a player a bunch of random stimulus and he'll think he sees patterns in it.
It requires a lot of discipline to avoid latching onto that perceived pattern - plus the experience to know that your brain plays these kinds of tricks, and that you need to do something other than sit there with your jaw slack and let the emotions roll across your brain. But that discipline is only useful when there's an actual pattern to be perceived. That is, in a slot-machine game, all the patterns you think you see will be fake. In Facebook games, there might be one real pattern in a hundred.
One might say "good games have real patterns for players to discover," but I'm not sure how much that's true. (It depends on what you mean by 'good' game, of course.) The facebook games are popular, even though they're just slot machines and epeen displays. I do think if you want people to pay money for your game that you need to get them to want it, to have some emotional pull to the game more than just what you get from a slot machine. (Though people do dump a lot of money both in casinos and facebook microtransactions.)
Facebook games have choice, but it's a shallow, meaningless choice. Even perceived difficulty is low.
I think perceived difficulty is better than actual difficulty. Games that are actually difficult can produce failure, and that leads to bad emotions. But without evil there can be no good: people value achievements that came with high cost. It's one of the reasons why hazing is still popular - paying dearly for something, even a gym membership, leads the human brain to bias more value.
Too many apparently difficult choices that are actually trivial can burn the player out to the point where they realize how pointless their choices are. I think I burned out of WoW once because of that. When a player realizes that all their clever strategizing was meaningless, they can shut off like a switch.
That marks your boundaries: make the difficulty too real and players give up in frustration; make it too much of a smokescreen and you risk players finding out and feeling like they've wasted their time on your game.
Challenge and Accomplishment
I want to say "the best games have some real challenge, some perceived difficulty, and reward players for making smart strategic choices." But what does best mean (i.e. on what scale)? Is this just my preferred game style? Am I just deluding myself into thinking I like challenge? I guess I'd rather be fooled into thinking I'm smart than be given a game that I can't figure out.
The point of making games is merely to feed our own values. The two major values are (1) money, and (2) the pleasure that comes from making others happy, or entertaining them. #1 is a measure of #2 - if players are entertained by your game, they'll pay you for it. The more fun and happiness they receive, the more money they'll give you. I don't think these values are separate, and it's one reason why I think discussions of "true" art and good games are pretentious and miss the point. Make a game that makes you money, and that's proof that you're making people happy.
You could make a slot machine. You could fool a bunch of ignorant rubes into thinking they're smart; give the ESP types a reason to believe in their magical powers; and amuse the easily-entertained.
Alternately, you could put some real challenge into your game. Give players choices that actually matter; where choosing wrong will mean failure. Make success cost a bit, so they value it, but not too costly to burn them. Make some choices look difficult when they're actually not. But most importantly, play with their emotions. Players want a roller-coaster ride. Give them both achievement and entertainment, and they'll give you their money.
Labels:
fun,
game design
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