What could we learn by examining the
time penalties a game uses to punish its players?
Last year, I looked at the idea of
reconsidering the usual split between “hardcore” and “casual”
players in terms of a preference for punishing or forgiving games.
Here's an extract from the piece entitled Redefining Hardcore &
Casual:
Casual players are
looking for games that are more forgiving – and along the same
lines, more welcoming.
They don’t necessarily want a big time commitment (but may still
spend a lot of time playing a particular game), and they certainly
don’t want to be punished for their failures – they want failure
to be forgiven...
[Conversely the] gamer
hobbyists contain a great many players for whom the “old school”
sensibilities of the arcade game and the early home videogame are
more desired – games in which you are up against impossible odds,
where you will fail often, and be punished for the slightest misstep.
Why are these games enjoyed? Presumably because punishing for failure
makes success all the more vital to strive towards and so the threat
of punishment adds not only excitement to the play of the game, but
it intensifies the reward in fiero
(the emotion of triumph over adversity) that is received when success
if finally attained.
One way of exploring this notion of
punishing games (versus forgiving games) is in terms of the time
penalties that are implied by specific outcomes. In a forgiving game,
the losses to the player for a mistake are usually minimal. In a
punishing game, the player is risking their accrued progress for
making a mistake – thus (provided the player is open to this style
of play) increasing the excitement by adding risks to the play.
In the
days of arcade games, of course, the player was consistently
threatened with punishment – the loss of current progress within
the level when a life was lost, coupled with the loss of all progress
in the game when all lives were lost. In Nemesis,
for instance (Gradius
in the US) the player loses 2-5 minutes of level progress when they
die, but they also lose up to 20 minutes of power up progress as well
(as all their power ups are lost when dying) – a dual penalty. A
full game takes 30 minutes, so this is the maximum penalty on offer.
When
the “pump and play” era arrived with Gauntlet,
suddenly the player was offered an alternative: instead of paying the
time penalty, add money to continue. Many players did so, although
whether the overall commercial health of the arcade was helped or
hindered by this change in the design is less clear. (Many players
paid to complete a game, then stopped – but before pump and play,
most players put in one coin and then moved to another machine).
Later still, Gauntlet Legends
allowed players to record their character progress between play
sessions – reducing the time penalty quite considerably.
Games
consoles and the casual games explosion moved the design of games in
both directions – more forgiving games appeared, but more punishing
games were also developed. The more forgiving games such as
Bejewelled or Bust
a Move, the time penalties are
comparatively low. In Bejewelled,
there is no long term progress being tracked, so losing the game
means simply ending the current game. This is a penalty of a kind,
but it is not a time penalty, per se. Compare this with Bust
a Move, where failure means
repeating the current level. Since each level takes less than 5
minutes to complete, the time penalty here is always less than 5
minutes.
In the
middle ground we have games such as Grand Theft Auto
which ask you to repeat a mission if you fail. These missions can
take up to 30 minutes to complete, so we can see here much greater
time penalties being applied to the player. Many Japanese RPGs, including various Final Fantasy games,
don't allow the player to save while in a dungeon (making the
dungeons “more exciting”, provided you are willing to accept a
more punishing game) – these games can be threatening an hour or
more of time penalties for failure, and if you expect to fail a
particular battle repeatedly it could be considerably more.
In the
far end of punishment you have games which threaten permadeath –
the complete loss of all progress so far. Steel Battalion,
for instance, threatens that you will lose all your character
progress if you do not eject in time – a time penalty that could be
in the tens of hours, or even days. These styles of games are about
as punishing as can be imagined and, unsurprisingly, games with these
kind of punishing sensibilities do not sell in good numbers. (Steel
Battalion sold fewer than 20,000
copies – although allegedly developer Inaba claims to have broken
even on this project). The majority of players these days want the
majority of their progress to be “banked” so it is not lost when
they fail, and ratcheted progress is very nearly the industry
standard approach.
An
interesting point of comparison is Dynasty Warriors 6,
which applies a different save scheme according to the difficulty
setting chosen. On Easy, the player can save as often as they wish
(reduced risk of time penalty), while on Normal the player can save
up to three times on a level – they must decide where best to save.
On Hard and Master, the player can save only once in a level
(increasing both the risk of time penalty, and the size of the time
penalty) and on Chaos no saves are permitted (for maximum time
penalty, and excitement – provided the player is willing to play on
those terms). While this kind of approach is not ideal for mass
market players, who generally don't want to be troubled with
questions such as “when should I save?”, it's an interesting
approach for the game literate players to be able to choose how
punishing they want the game to be in respect of lost progress.
Now
the player doesn't generally think about these issues in terms of
time penalties and punishment, but will make statements such as “I
don't want to have to repeat the same bit of gameplay over and over
again” (forgiving preference) or “if I lose nothing for dying,
the game isn't exciting enough” (punishing preference). Perhaps we
would learn something interesting about the nature of videogames if
we could study players preferred games, and map the time penalties
associated with them.
It
seems likely that the games that succeed in the casual marketplace
(the true mass market) will all have low time penalties – 5 minutes
or less, while the games that succeed in the centre of the market (a
mix of game literate players with many different play styles) will
all threaten up to 30 minute or an hour time penalties, but usually
with the expectation that the player will not have to pay these
penalties often if at all. Finally, the most “hardcore”,
punishment-seeking players will go as far as permadeath – the
ultimate time penalty.
By
examining games in terms of the time penalties they threaten, and the
frequency of occurrence of those penalties (which of course depends
upon the skill of the player), we have a potential semi-objective
measure of the degree of punishment or forgiveness that a game
offers. Even with the inevitable judgement calls involved in
interpreting a particular game event in terms of a time penalty, this
might yet be a more practical way of understanding one of the
fundamental distinctions between players.
This article was originally posted on ihobo.com on 17 June 2009.
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Ive seen the crossover happening in many gamers today including myself. I consider myself a "core" gamer but Ive found myself constantly hitting up what the market considers casual games. I believe this is happening because of peoples saturation with their usual choice or lack of time. For example, I grew up in the 90's when games were actually hard, so I have a natural affinity for a challenging game. Now that I have a full time job though I find myself not being able to complete most of my game purchases and so Ive been sticking to very short and sweet games such as Brain Age & Trine. Games that I can spend 30 minutes with and move on. Whereas Fallout 3 has been sitting on my shelf since release. My girlfriend on the other hand started playing games a year ago when I bought her a Wii and Wii sports. Now when I come home shes playing Gears of War 2 and absolutely annihilating her opposition (really its no joke, kinda scary actually). We both have the same time constraints and we both started on a different end of the spectrum and yet I play more casual games than she does and she plays more "core" games than I do. I wonder if as the trend of casual games continues to grow will this be more common and will developers need to keep their eye out for it if their not already onto it.
E.A.W.
1. Asheron's Call, 1999: Death involves "vitae", in which your skills go down by 5% per death. This can stack up to 8 times. AC had a narrow window of skill-vs-monster in which 20% skill represented the difference between "almost always hit" and "almost always miss", so more than 10-15% vitae kicked you out of your normal bracket of monsters which you faced. Vitae was bought off by earning experience; you got to keep that experience, but you didn't start recovering your skills until you started earning experience, and experience dropped with the level of the mob you faced. Getting down to 40% vitae meant a long, painful climb back to normal effectiveness. Additionally, you dropped your most expensive items in your inventory, and had a limited amount of time to recover them from your corpse before the corpse decayed and anybody could pick up the expensive loot from a pile in the middle of mob-territory. This led to the practice of carrying "death items" (DIs) which were expensive junk, but you only had enough room to carry a couple of deaths' worth of DIs. Stacking deaths without recovery of vitae and items was brutal, and the penalty was identical between PVE and PVP. Additionally, in PVP the person who defeated you got to loot your corpse for the expensive goodies right away. Let's call AC "harsh" in its death penalties. AC peaked at about 100,000 subscribers.
2. Dark Age of Camelot (2001) charged you an experience penalty for a death. When you died, you actually lost experience (though if I remember rightly, never enough to kick you over a level boundary). You didn't drop items however, so from this regard it can be considered less harsh than AC. DAoC peaked at about 250,000 subscribers.
3. World of Warcraft (2004) has, of course, just the "jog of shame". Minor expense is incurred for damage to your armor (and this expense is waived if it's a PVP death), and no item loss. Very light penalty; it amounts to time-only. WoW has many million subscribers.
Lowering penalties for defeat clearly increases market penetration, and I see little reason why this would be different between single-player and multi-player games.
That being said, there are interesting exceptions. Again looking at MMORPGs, we have the anomalous EVE Online (2003). In EVE, the penalty for being defeated is severe: you lose your ship (which can represent a significant amount of effort to buy and equip, sometimes several days or weeks of "labor" in the form of asteroid mining, NPC pirate-hunting, mission-running or crafting). There is also an in-game currency penalty to buy a new clone (and you'd BETTER have a clone, otherwise you lose experience for good), plus your clone can reappear minutes or hours away from where you were. EVE has perhaps the harshest death penalty of current major MMORPGs, yet its subscriber base has grown steadily since its introduction, and currently stands at about 400,000. However, this may be due to its unique status; people looking for the "hardest" hard-core MMORPG experience will be drawn to EVE. It's not a game for the mass-market; it's a niche-game.
Corollary: the narrower the niche, the fewer the number of players which will find the game to be palatable. However, those players will be disproportionately loyal to their niche, and in MMORPG-land, longevity is linked one-for-one to revenue. Over the lifetime of a game, a fanatically loyal small playerbase may well be better able to support a game financially than a "flash in the pan" that gathers a larger initial audience with little longevity (Warhammer Online comes to mind).
The degree of punishment in a game, particularly a persistent-world game, must therefore be part of the initial design from the very beginning. Altering the degree of punishment-for-failure after development is in progress is hazardous at best.
Second corollary: games which are "more punishing" are not necessarily "better" than forgiving games, and their players are not necessarily "lesser". There are attitudes to the contrary present among the fans of punishing games, and those attitudes should not be permitted to leak into the developers' attitudes towards their games or their playerbase. It's simply a point of difference of style, not of "worthiness", and the ability of a game company to pay its employees is directly linked to an understanding of that principle. There is no room for elitism when your employees' ability to pay their mortgages or your ability to repay your investors is at stake.
Frank: "I'm curious to know how it is that your theory justifies "core" gamers playing casual games? Or an even better question. How does it justify "casual" gamers moving onto "core" games?"
This is a fair question. I think it's important to appreciate that although player satisfaction modelling can produce categories that describe player's taste in games, these tastes do change with time, and the categories themselves are the produce of statistical processes i.e. they are abstracted from common sets of traits. Individuals always vary! :)
Gamer hobbyists ("core" gamers) will play *any* game that meets their play need. Not all hobbyists are fiero-seekers ("Conquerors"); my experience thus far is that Conqueror-type players do not tend to play most casual games (with a few exceptions) but other kinds of hobbyists - especially those looking for authentic and original experiences - are unlimited in the games they will choose from.
"I believe this is happening because of peoples saturation with their usual choice or lack of time."
I completely agree. Players who are "hardcore" in their youth often end up playing more casual games in their adulthood simply because they don't have time for anything else! :)
Your girlfriend sounds like an interesting case study - it's possible that, were it not for the fact the industry has successfully excluded women players to a great degree for many decades - that she would have been a "hardcore" gamer in her youth. But because she didn't come to the hobby then, she is now only discovering this side of her play needs now. I imagine there are many other people like this, but I haven't found a great deal of case studies of this as of yet.
Rebecca: "For casual games, I like the restart level penalty but also hit them with the 'no level bonus' if restart."
Can you expand on this? What do you mean by "no level bonus" in this context?
John: 30 seconds to a minute? Either you're playing Counter-Strike with some seriously competent players, or you are experiencing time dilation. :) I've been out for up to five minutes at a time in some games of Counter-Strike. But I take your point - this style of play has quite a large "time penalty" relative to (say) Halo. I like the immediacy of Halo-style respawn, although other players I'm with are happy to "be dead" in Counter-Strike.
It's an interesting area to explore.
Edward: Clearly, you're a challenge-oriented player who needs the extra pressure to get maximum enjoyment out of a game. That's not uncommon among the gamer hobbyists who have the skills to stand up to such a challenge. The additional pressure can be offputting to "casual" players with less experience, though.
Christopher: "There's nothing more annoying than being forced to wade through an hours worth of dialog, and dungeoneering with no save to be confronted by a spectacularly hard boss at the very end."
A lot of players agree with you on this! It's a very common complaint I hear from players I interview.
"The only other issue is that time penalties from death (especially in multiplayer games) promote a certain play style"
Yes, definitely - the way you apply time penalties completely changes the way a game plays (see also the discussion with John, above).
Lance: Great analysis here! Thanks for sharing it.
"Lowering penalties for defeat clearly increases market penetration, and I see little reason why this would be different between single-player and multi-player games."
I agree, but with the caveat that since these games have many different aspects it's dangerous to look at a single feature and assume it is responsible for market success. In this case, though, I do agree that this was a major factor in the success of World of Warcraft (but by no means the only one).
I also agree the EVE's audience is deeply in the gamer hobbyist space - this is not a casual game, and its 400,000 subscriber base is helped greatly by being just about the only space-faring MMORPG in town. As you say, it represents a stable niche.
The fact of the matter is, the harsher a game is, the better it meets the play needs of certain challenge-focussed, fiero-oriented "hardcore" players, but the less likely it is to reach a wide audience. The videgames industry is being quite slow in getting to grips with this.
"Over the lifetime of a game, a fanatically loyal small playerbase may well be better able to support a game financially than a "flash in the pan" that gathers a larger initial audience with little longevity"
I agree! What some have called "boutique" MMOs actually represent genuine market opportunities - but they must be developed carefully, with a close eye on budget. Too many companies have spent too much money developing an MMORPG that will be in direct competition with already successful titles; rarely a good idea. Almost no investor backs entrepreneurs who want to take on Microsoft Office - the same caution is advisable on expensive game titles such as MMOs. Aim to discover a new niche - don't compete with the big boys unless you expect to lose.
"...games which are "more punishing" are not necessarily "better" than forgiving games, and their players are not necessarily "lesser"... It's simply a point of difference of style"
I couldn't have said it better myself. :) Too many videogame companies get high and mighty about their beliefs about "what makes a great game", but commercial videogame development is a business and should be dealt with in the mature fashion that befits a professional employer.
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Many thanks for the comments everyone! Interesting reading.