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Consider
this for a sec: you are ridiculously happy, genuinely deep down happy,
and people actually notice this about you. Where does that come from,
and what does this state of delirious happiness have to do with games?
As you may have noticed in a previous post,
I've been giving thought to the concept of happiness lately and how
that structures our play and design experiences both in the real and
virtual worlds. I believe there is great value in the line, "Happiness
comes to those who wait," and there is also something to be said for
the amazing power of +1.
In a larger sense, we may be in search of something in a game (or in
the real world, for that matter). This thing that we search for, we may
know it precisely (the Holy Grail), in part (a killer on the loose) or
not at all (we become aware of a general progression toward something
amazing). In the case of an unintentional search where we get on to
something we weren't expecting without a precise idea of where the hell
we're going, we'll often follow a path because it just feels right, and
we like the journey. The world gives us all the right feedback, and
though we don't know what we're on to, we do know that we are onto something.
It is the process, the path, that are important.
In game worlds, we structure this progression toward happiness
through rewards. They are doled out generously - visual and sound
effects, XP or points, items, levels, finishing animations, new areas
to explore, or special recognition through an Xbox live achievement. In
digital games, rewards come every two minutes at least. In
non-digital games, these rewards take a little longer, and each is an
incremental step toward that big thing that we desire - the raid, the
boss or the object that we've been looking for.
The challenge in reward delivery is to keep people interested in the
progression from intent to object and the formation of intent to clear
agency.
Intent to Object
Upon arrival in the world, you have been tasked with finding an
object rumored to be incredibly powerful. The last known location of
this object, however, was with a man who hasn't been seen for well over
a hundred years. The object itself drove him mad, and so to protect
everyone else from its power, he sacrificed himself and died with the
object still in his possession. It took the player at least 50 hours to
complete this quest, and as its designer, I remember feeling a sense of
great pleasure when I'd completed the long, long list of things
that needed to happen from mission assigned -> mission accomplished.
For those of you horrified at the thought of a 50 hour quest, bear in
mind that this was in the days of the old school RPGs where 70 hours of
game play was not uncommon.
There can be (and were) over 400 quests of various sizes between you
and that object. Those 400 quests - those little +1's - provided you
with something key to your experience: it provided you many
incremental steps of desire, discovery, reward and recognition. These steps are essential to building the necessary anticipation and ultimate pay off the game has in store.
Intent to object, however, is fairly basic unless it truly becomes something the player wants versus a roadblock.
You Reminded Me
Through these many +1's, we build a library of knowledge about a
person, a quest or a story. Each +1 serves to reinforce our current
beliefs, modify them for the better (or for the worse). In a game, such
incidents can serve to remind us of previous successes, and as a
designer, these +1's are essentially freebies.
Consider for a moment how you feel as you fall into that heady space
of affection with another human being. There is a beginning flirt and
ultimately a wonderful feeling pervasive happiness, and each thing said
reminds you of previous things said. Collectively, they gather together
to present what ultimately becomes an amazing human being.
These same principles can apply to our games. If we provide small
rewards along the way, each of which builds upon the last, we craft a
tight space in which the player can experience not only the immediate
success, but be reminded of past successes while building anticipation
for the future. They form clear agency.
Intent to Clear Agency
Through these many +1's, through this building anticipation, through
the attachment of repeated success, reward and feedback along the way,
ultimately, this intent to object becomes intent to clear agency. It is
something the player wants because she wants it, wants to solve it,
wants to complete the circle that started her down this path in the
first place. It is something that players deeply desire, and this
desire goes beyond the game itself. It becomes what the game is about,
and something we will brag about to our friends.
If you're reading this article, odds are high that you have
experienced moments of waking up where the first thought in your head
is about completing a quest or perhaps waking to turn the page on book
you couldn't bare to put down the night before and instead fell asleep
reading. This type of direct player agency is the highest kind.
Carrying an object from point A to point B because some random NPC told
you so isn't.
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twitter @bbrathwaite
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The one thing that made me think though is that do these +1's represent experience, rewards .ect or would they actually "enhance" the character (+1 Intelligence) giving them a history for their character sheet such as older tabletop games do?
At the end of an older RPG, my story and your story may be completely different on the way to that end goal... or if we are both coalitionists, we'd have all the same experiences in different orders. The order, and what +1s you have can really change which things are memorable or not.
A hard fight for me early in the game could be an easy fight for you at the end, and not so memorable.
Many of the +1s in modern games fell a lot less memorable than the ones in the old school games. I often feel "dragged along" rather than the need to do "one more quest" before I go to bed. There are exceptions, but I find I can put down most modern sandbox games any time I want and do something else (even though I like the individual gamer, I feel no _need_ to see what happens next).
Sometimes I think the gamers are overwritten these days. Developers are so intent on telling their stories, they leave little room for players to create their own story from pieces provided. My gamers story is basically the same as yours when I reach the end, because even the side quests have a scripted or geographical hand-off (quest guy is right next to where you finish another mission, so why not do that next?) order progression.
There is a middle ground between sandbox bland, and Great American Novel read along adventure... That's where the best games lie... (Forums and blog comments are also a fun +1 game model.)
That aside, I think the model of going from point to point in a quest and being enticed each part is like hating to swim and your best friend keeps asking until you do. Then after you make the leap, you just feel cold and wet.
What these games really need is GM's creating dynamic unfolding stories, hinting of choices then waiting to see which road we go down before we know how it'll unfold. Sometimes, the most obscure and boring looking can be the most rewarding, even if it means failing. Oh that's right, everyone must win in the current scheme of play.
Everything is so hell bent on what "we" get, we cannot see what we've achieved. So in a sense games need to scale back "the everyone will get one of these eventually" thinking. It's old, boring and killing the +1 Road to Happiness!
What I guess that I'm saying is Games are the fun, whereas people see the fun as the items. So break that trend and bring back the Game as the playing field and the reward is second to the achievement of accomplishment to obtaining that item, how much fun and admoration you have to your group for helping you get there, as they to you (if you see my point).
Then again, that's like asking for perma death in an MMO. It's a tough road, but worth the journey when we get a chance to travel.
First, the point about waiting and anticipation (of action, goal or conflict) as related to happiness. You brushed on a critical component of the waiting, feedback, which would make the difference between waiting in line at the post office and waiting in the Colosseum for the beast making loud roars and footsteps somewhere off screen. It stands to reason that this kind of 'happy waiting' requires not only a reliable source of feedback, but also a reliable working knowledge of the world, a model that the player believes in, which can both inform the player of the objective and logically or rationally lead one to believe the objective in question is attainable. Waiting alone does not seem to satisfy a happy state, but I agree it can be a 'happy challenge' to overcome leading to persistent thoughts of the experience.
The point about the path being a critical component of happiness, as opposed to the destination, got me thinking of an analogy of a combustion engine, which performs at its peak when it is running, with all the oil and coolant circulating, the air flowing, the metals all hot, momentum on its side, etc. I equate that with (to borrow your example) a young couple falling in love where it is the moment to moment actions the two do that keep 'the magic' alive. There is something about that analogy which squares with my anecdotal understanding of people: happiness comes more from doing than from having done.
That leads me to a minor disagreement, which is the focus on rewards as they relate to happiness. I'm not sure I'm getting my terms straight, but it seems you're actually speaking to player satisfaction and motivation to sustained engagement, not the ethereal state of human happiness. In light of the above 'running engine' analogy, I see happiness as being the state of running (properly, efficiently, on the path, etc), while rewards represent proof of completion, proof of action; an enhancement to satisfaction. In short, the Plants vs Zombies gold trophy represents completion a long journey, but the trophy itself does not give me happiness, it was the journey, or 'the path' as you said.
Many of the components you mention here, anticipation elements to desire, discover, reward and recognize, and the section 'You Reminded Me', to me speak more to the need satisfaction element of relatedness, which could be described as the perceived connections between others (characters, players, beings). In a young relationship, the couple is establishing new relatedness connections, with all the perceived potential of that relationship, and with any baggage of the relationship still unknown. I'd be interested to explore how an abstracted situation like this could inform game design.
One last point you made talks about the persistence of a game, the feelings and thoughts that persist beyond the game experience itself. I agree that feelings of persistence must have a component of anticipation to grow and thrive, but I'm not sure it is all due to the rewards we anticipate. I believe it has more to do with the anticipation of once again engaging the game, reading through the next chapter, walking on the path, encountering the next challenge to action with 'the engine running' at peak efficiency.
Boy, you really got me thinking this morning. Thanks again, Brenda!
I wanna get back to those juicy books that you endured all night to read and payed dearly for it at work the next day when the boss asked why you're so tired. Your innner thought was "I was on a journey and seen my friend win, and I stood there with them". Sorry I just couln't sleep well last night, rare thing but I shall get an early night tonight, I promise!
For the moment, I know drawing is fun for the action of doing something creatively. As for dancing... I'm not sure but I think the joy is found in doing something socially (although I know some people who likes dancing by their own). So there's happiness in rewards, recognition, discovery, creativity, social interaction and I bet one can found a lot more which can be directly implemented for use in videogames.
I think that Brenda brought us a nice article, it's sweet and very well said. I loved to read it, but I feel that some key elements are missing, but it's already a nice "Road" to produce a certain amount of + 1 factors.