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Blogs

  System Fatigue
by David Hayward on 04/27/10 10:00:00 am   Expert Blogs   Featured Blogs
11 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 04/27/10 10:00:00 am
 

(This post orignally appeared on our company blog, Pixel-Love).

Russell Davies says something important in this blog post and its very lucid follow-up. It relates to my concerns about a lot of pervasive apps, both in the real world and on the web: A great many things that have been trumpeted as game-like have actually proven to be quite dull. I've let this niggle flounder at the back of my mind for a while now, thinking something decent is bound to come along. I'm not so confident.

As more things become game-like, there are battle lines being drawn between game designers and people who've picked up a few very addictive, game-like tricks to throw into interactive projects. There are designers that see causing addiction as a virtue of their profession, a major plus for any design they put out; a job well done.

Then there are game designers who see World of Warcraft and Farmville as horrific treadmills that suck in users and gradually use collecting and leveling mechanics to wear their minds down to the merest stubs of cognition. These things really work, exceptionally well, but there's a touch of snake oil about them in the present day.

They are being sold as a magic recipe for engagement, and the basics, such as points, collectibles and leveling, can be built into almost anything. I see a few problems with this: System fatigue, and lack of performance. When I say performance, I mean it in the dramatic sense.

Game-like systems can be enormously compelling, even the simplest of rules can engage people very deeply and alter their behaviour for months, even years. We tire of them though. My colleagues and I found One-Behindmanship was really good for quite a few months and created interesting patterns in our manners, but we burned out on it eventually when everyone had become hyper-aware and noone was coming up with new tricks.

Chore Wars can cause a lot of cleaning, but it loses its novelty after a while. Being in an Unreal Tournament clan a decade ago was fun, but it eventually reached the point where we'd just hang out in maps and chat. Systems have boundaries, and once you've pegged them out, existing within them can become monotonous.

People only have so much bandwidth for play, and when you see game-like systems spring up everywhere, you grok them quickly. On contact, you can immediately recall the weariness you felt when leaving the last similar one that sucked you in and persuaded you to play it beyond tedium. It may seem like a groundbreaking new setting for a game, but if it's the same meta-game as any other, it's the equivalent of a Diner Dash or Bejewelled clone.

The real world comprises the aesthetic of a pervasive game, and swapping that out doesn't make a new game. Changing the location or context can be as lacking in new depth as a re-skinning. Ambient mechanics also mean that, like a Princess Rescuing Application, the interaction can becomes so smooth and repetitive it may as well be entirely automated. The process of reaching that kind of boredom through most game systems is a seesaw. Most games I play take me through a few phases: Confusion, excitement, mastery, drudgery.

For some specific examples, take Borderlands: the first enemies I encountered outside the town gates seemed insanely tough for my low level character, but as I learned more about the world, I could make better plans and assess risk more accurately. I wasn't just leveling stats and accumulating inventory; my knowledge and competency were rising along with them. This was exciting, and settled into feeling mastery: I had an adequate inventory for any situation, and enough knowledge of the world to plan for situations and experiment with new enemies.

Even collecting missions like the Claptrap rescues were placed in varied locations, alongside regular missions, with meaningful rewards in the context of the game. A few late stage challenges were particularly unsuited to a Hunter class character playing solo, specifically the last arena battle and the last boss. Requiring vastly more leveling up due to low DPS weapon specialties tipped those parts of the game, or at least preparation for them, into drudgery.

Finding locations in Fallout 3 pushed me toward the same kind of system fatigue, as did unearthing all the statues in Brutal Legend, and trying to stamp out every alien base in the late stages of Terror From The Deep. I loved all of those games, but each encouraged my most obsessive compulsive tendencies long after they peaked.

Excitement and mastery tread the balance between familiarity and unfamiliarity. When the same three mechanics are being repeatedly rehashed and applied to everything, it doesn't matter how new and shiny your game is, what new aspect of the world or social media it's being applied to, how many players it has or how much investment you have: Experienced players will reach system fatigue very quickly.

Many games don't get it right, and achievement/trophy frameworks often seem to be there for their own sake. Allowing players to gorge makes a game less memorable; instead of ludic and narrative spikes that stick with me, these games I have trodden so completely become muddy expanses of repetition.

Finer points of the narrative debated on forums are lost in my memory to endless fetch quests. Drudgery is what gets me to 100% completion, and the more games I do that with, the more I realise my bandwidth for play is quite limited. I don't want everything to become a form of "play", because sometimes it just gets in the way.

That's my main worry. A lot of interactive projects and playful apps seem to have a great potential for system fatigue built in between the app and the audience. The more copycat pervasive apps get built, the higher that potential rises, and not many seem to be doing much to counteract it. There are showbiz principles at work here that a lot of game-likes ignore: Give the audience amazing moments, ramp it up and go out on a high.

Magicians and performers of all kinds have known for a very long time that they need to put a dramatic arc into their act and end it when people are still hungry. A well timed encore is charming, but it's all the more critical to end the act before it outstays its welcome. Mechanics and meta-game systems applied to everyday life are at risk of being so repetitive they never achieve any kind of worthwhile structure, let alone a peak.

I'm not saying games necessarily need narratives, but they need something to structure them as more than an almost featureless expanse of repeating interactions. Games should be exceptional experiences, not an addictive layer of weaponised mundanity.

 
 
Comments

Nathan Sherrets
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Concerning MMOs and social-networking games, check out Skinner boxes. You can find a lot of articles online that show very specific examples of how modern games, many that you are referencing, are drawing straight from Skinner boxes. And I tend to agree with you about several of your points on those types of games, they are the worst kind of evil.

brandon brown
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Honestly, this is the reason why i have for the most part quit playing FPS's while there all different in there own way, alot of them just feel like the same game with different graphics.

Very few FPS's dare to break the mould, or should i say, break the mould successfully, such as gears, bioshock, and halo have done.

Jesse Tucker
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"Most games I play take me through a few phases: Confusion, excitement, mastery, drudgery."
Very well put. I definitely see my job as trying to minimize the amount of confusion and drudgery.

David Hayward
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Thanks, all.

Nathan, I have come across Skinner boxes before, but was trying to stay away from the comparison as I've seen it quite a bit recently. It's fascinating and has a lot of substance for analysis, but I think the term is also at risk of becoming a default game design insult.

Pervasive and social games are bumping into the issue right now, and I think in a much wider context of all game design, what elevates a good design above the level of Skinner box is a really important concern.

driver 01z
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A lot of this makes sense. One of the reasons I don't play any MMORPG's currently is that the gameplay seems to consist of simply clicking on icons and watching an animation repeatedly. (My other reasons are the monthly fee, and the fact that there are several dozen other non-MMO games that I want to play and my time is limited). I don't understand how the gameplay mechanics of MMOs have drawn and held so many players.

(Actually I have only tried Guild Wars a bit, LOTR Online for a couple hours, and Anarchy Online, so those are my references, maybe WoW and others actually do have more entertaining methods of play, and maybe the ones I did play get better. And I hear that D&D Online actually has different methods of play - perhaps it is actually fun - haven't had a chance to try it though due to lack of time. So I'm basically speaking from narrow experiences.)

And regarding trophies/achievements - I love it and hate it - I like that I have "something to show" for my gameplay (even if the something is just an image of a number). But then I do spend time on trying to earn all trophies, if I think its possible for me to do - and the journey to get a particular trophy can be tedious and boring if it involves mostly repetition or mostly luck. Its like I'm picking apart the game to its fibers so that I can extract some small piece of shiny metal.

driver 01z
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oops-disregard/delete

Philip Bemis
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I fully agree with this well-written post. I'm just not sure how to solve the problem.
I firmly believe excitment is rooted certainty. These repetitive gameplay mechanics with accumulative rewards provide a type of absolute certainty that is unobtainable in the real world. To do anything to artificially add choas to these repetative patterns would theaten to alienate any casual players who find it hard to achieve confidence through completing virtual tasks.

Stephen Chin
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I think part of the issue is out of our control, specifically when burn out and nostalgia set in for a player. Unlike most other forms of entertainment, video games are much more invasive and you can enjoy them much more easily than other media. As a result, a player can not just engorge themselves but do so constantly. Out side of ways of telling the player to take a break from FPS for a few months, I don't think this aspect can really be changed.

However, this would suggest perhaps that rather than attempting to make huge works and wear out our welcome, we should avoid burnout and attempting to create gimmicks (and continual content) and instead satisfy the player and leave it at that.

Ken Kinnison
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Some points are similar to what I've been thinking since I read about skinner boxes.

What it ends up reminding me of is the achievements in a 360 game. Many of the achievements are ridiculous (200000 opponents killed, 99 watchamacallits collected etc.) You either end up grinding excessively to get them, or use a guide.
Obviously 'easy' achievements add nothing to the game. They're like getting a gold star for turning a test in, no matter if every question is blank or not.
The achievements, and game moments that stick with me are the ones that get me to play in a new way or attempt something that is a skill based challenge. Bungie's vid master achievements (with the exception of the odst firefight one) kinda stuck with me that way. Often games that get me to use an odd weapon I wouldn't normally use do this as well.

I do find the current game choices a curious problem. I LIKE CoD or gears or halo or whatever, and I get defensive when people blanket bash them as 'more action fps's or tps's (see a similar post on genre death). They ARE good games... and people have complained about 'the lack of 'good' games with an inability to show objective examples before. These games may not be 'original' but when genre's settle down, the originality comes from twists and turns of plot or gameplay. These games also serve a viewpoint conducive to immersion. I digress.
But on the counter I agree we have TOO many of these games... and a lack of other genre's. Some genre's that are declared 'dead' really shouldn't be. We can do 3d so well now that style should not be the issue. Multiplayer shouldn't be an issue, engine shouldn't be an issue, the content requirements should be the same... so where are my rpg's? my adventure games? my hardcore strategies? My world building?
Consoles are dominant...
Consoles are classed as 'not having the audience'. Is it really not financially possible to provide niche games? I don't buy it.

@driver the lure of wow for me long after the 'game' aspect stopped being fun (And it is a game, despite its grind aspects... I'll give it that) was playing with people. Often we'd work towards goals, maybe fail, maybe succeed, and succeeding where we'd failed before is a sweet thing. I only wish I could get that more in isolation (GWars esque somehow) without worrying about how some big guild has downed some new boss first. Also repeating a given dungeon to get gear drains you.

I'd rather play the same game with 9 friends and never hear a damn thing about what guild xyz is doing.

Dheerakumar Nair
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Well written posts like these are the inevitable resources for beginners in this field like me. The observation about the various phases a player goes through game play has to be treated side by side with the role of game designer – to advocate for the player. The trophies and achievements can reinforce the game play, I mean they act as the motivation for the players to play the game again and again rather than just to enjoy the graphics. I agree with the observation of Homer Simpson regarding the game choice strategy of kids and veterans, but am not very sure whether young people (including kids) observe or experience “system fatigue” as they usually don’t seem to repeat the game play. Instead they prefer to find cheats and skip to the new levels.

Michael Martinez
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Great article. I had not previously considered how games prolong the occurrence of system fatigue. A primary factor I think in the long lifespan of some games is the addictiveness of the game. In this manner I refer to addictive gameplay as in Tetris rather than derived addictiveness that is exhibited in certain MMOs and social games. Such derived addictive aspects seem more like tricks used to keep players hooked beyond interest in the game system has waned.

Certainly having a unique game dynamic would avoid familiarity from causing quick mastery and boredom however I think that will only go so far. I think an element of gameplay that keeps players hooked is making the game easy to learn but difficult to master. Having an underlying level of complexity and flexibility in gameplay but not requiring a complete understanding in order to play fosters a long term learning experience. One example I can think of is Starcraft. This game has remained popular for so long not only because it is well balanced but its gameplay enables many varied strategies that have been developed over the years.

If mastering a system leads to disinterest then perhaps evolving systems may garner a longer lasting interest. Its non-static nature would extend the learning experience however such systems would have to balance the variability as too much change would cause frustration in players over not understanding the game.

I suppose downloadable content is also being used to extend games but this would only be effective as long as the system fatigue has not set in before the DLC becomes accessible in game, providing the content gives a new experience to the player.


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