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Some games are designed to addict players and take their money. That is their purpose in this world. If the player engages with the game repeatedly, the game verbs are declared “fun”, no matter how vapid they may be. The usual pattern is to get players emotionally invested in the game loop and then hold that investment hostage until the players pay up (or spam their friends). Tadhg Kelly would call these behaviourist games (though here I limit my critique to the profit-oriented ones); some classic examples are Farmville and Slots. I generally despise these games as unethical time-and-money sinks that give nothing to their players in return. They exemplify black hat game design at its finest.
A common design technique in these games is simply to schedule as many “rewards” as it takes to hold the player’s attention, no matter how little-warranted this feedback may be. Raph Koster explains: “It is remarkably easy to trick the brain into thinking that it has accomplished something when it really has not. This can result in the player getting hooked on the feedback for a black box system that is actually remarkably simple — or even designed to not teach the player anything at all, as in gambling. In design, we often terms designs ‘juicy’ when they provide plenty of rich feedback, but we sometimes call them ‘exploitative’ when they simply abuse feedback to keep someone going.” Other techniques of exploitative games include tapping into logical fallacies (e.g. sunk costs, loss aversion) and ruthless metrics-driven design. Essentially, they’re about psychological gamesmanship (which, as has been pointed out before, can be far more interesting than the actual game being designed).
Several parodies exist to lay bare the tricks used by behaviourist games. Progress Quest, Cow Clicker, and AVGM each flay behaviourist game design in their own ways, and they’re all hilarious to the knowing critic. However, the joke is eventually spoiled by the fact that each of them is also depressingly effective at holding people’s attention. All three parodies received far more fans and playing time than their creators expected or hoped for. Even when stripped of any serious pretense, they worked.
Behaviourist techniques tug at our brains even when we see right through them. That kind of power scares me. Yet I have to recognize that it’s also a power that’s harnessed in games that I love, from Left 4 Dead to Minecraft to Diablo 2. And I honestly don’t know how to reconcile these facts.
What I’m ultimately asking: Are behaviourist techniques always exploitative?
Diablo 2 is full of randomized item drops; is this a variable-ratio reinforcement schedule, or the foundation for a slew of deep game mechanics? Super Mario Bros. is constantly putting minor pickups and surprises in my path; is it stringing me along or just ensuring proper pacing? I once argued that Minecraft needlessly included grinding and gambling; should these elements be pulled out? I agonized over including a checklist in my own game; is it an exploitative bait for completionists, or a useful byte of feedback?
Is there a bright line between entertainment and exploitation? Are behaviourist techniques perhaps just tools that can be used for good or evil? Or should they be minimized wherever we find them? Can Poker be sublime even though it’s associated with gambling and, thus, addiction?
I don’t know the answers to these questions, and I’d welcome some guidance on this topic. I feel that the truth must lie somewhere in the separation of a game’s pure ludic appeal and its presentation. The games I hate are all about effectively doling out empty rewards. The games I respect are the ones about creating rewards: providing a platform for experiences that are deep and substantive and revelatory. And the best games are the ones that can both create and deliver those experiences while holding my attention.
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We might say Mario used these techniques too, but he's not after milking your wallet dry, and the luck of getting good items is not the only thing the player needs to be mindful of, the game is still by and large, a game of reflexes, hand-eye coordination, puzzle/tactics, etc.
I guess I'm just saying that I'd like to go beyond the overall judgment of a game and start to pick apart the design. Maybe these games are well-designed on balance, but what parts should I emulate and what parts should I avoid?
I believe the difference between good and bad for this sort of thing lies in its intent. Coins in a Mario game don't exist to make Nintendo more money, nor to make the game seem more fun than it is by appealing to the player's obsessive-compulsive side. They're there to genuinely make the game a better experience. The method may be manipulative, but if a manipulative method can provide a better experience than a non-manipulative alternative would, I can't really argue against it.
The player will think, "oh I want to get those coins". And without him realizing it, he is training himself on the proper use of the cape, in his attempts to get all those coins.
The frustration of learning how to perform a new ability (gliding) is mitigated by a reward.
If we employ the devices at our disposal on games that
1) have a purpose (teaches us about the world, society, families, ourselves, etc) beyond being purely entertaining.
2) are good for stimulating and developing the gray matter (puzzles, building/construction games, etc)
3) simulates real world experiences in a serious way thus allowing the user to get some sense of what it would be like to do such a thing in real life (flight simulators, serious war simulation that doesn't glorify war and violence or spread propaganda, racism, ethno/cultural-centric thinking, etc)
4) teaches us new languages, teaches us math, other cultures and religions, philosophies, history
5) etc. you get the idea
So it's more a question of do we implement things that will have the affect of rewarding players for playing purposeful games or are we rewarding and encouraging them to play harmful crap.
Encouraging and playing any pointless time waster game is the promotion and engagement of a vice I think.
Games for me sometimes feel like a colossal waste of time when I'm done playing, and other times leave me wondering about morality, leave my brain feeling worked out, and leave me feeling closer to my friends or family.
For me, thinking about the game's design in terms of what I'd hope players leave feeling like first, and then starting to think about effective methodologies to arrive at that ultimate takeaway, is the best practice.
(Sidenote: In the specific cases of Diablo and Mario, I left Diablo feeling empty about having been strung along on loot-greed 'reward schedules', and left Mario feeling happy at exploring nooks and improving my timing/pattern-matching platforming skills. I think it ended up being a consequence of being what was encouraged by the design of the game & their communities: Diablo was a culture loot-obsessed, grind-optimization, exhaustion marathon. Mario was inherently single player, and coins had very little effect on core game mechanics, making them feel more like a fun option than an obsessive necessity. That's the best sense I can make of trying to draw that very fine line from a design/planning perspective.)
That said, I do think that psychological manipulation can be wrong, and that there is a line -- maybe not a bright one, but a line nonetheless -- and that line is honesty.
Deliberately obfuscating time-sink mechanics is on one side (the wrong side) of that line. On the other side is saying, "We've tried to make our game as absorbing as possible because we want you to keep playing -- that's how we make our money. If there's something more important you should be doing, then you should stop playing and go do it." At that point it is the individual human being's personal responsibility to choose whether to keep playing that game or not.
A general expectation of both producer honesty and consumer responsibility strikes me as a pretty effective antidote to manipulation of any kind.
Of course, the ultimate nihilistic question would be: Is anything "evil"? :)
On the other hand, the end game of WoW can be summed up as an infinite loop of trying to get better gear. If you come to this realization, when you go to cancel your account, you receive the message, "You'll make the peon cry." WoW is very much so an addicting game - you feel good while playing it, but walk away feeling empty. If addicting is a qualifier for evil, then WoW is evil.
This concept of an addicting game is one we faced head on when developing Runeshift. At first, we listed that we wanted our game to be addicting - that we wanted players to become enthralled for hours before suddenly realizing it's four in the morning. We realized, however, that we didn't want players to play our game unwillingly. We wanted them to feel like that time was well spent, that the experience was well worth the hours that went by. Quite simply, we wanted the time to fly because they were having fun, not because they had to solve just one more puzzle.
So is behaviorism evil? No, it's just a tool. It all depends on the motives behind the use of that tool and the actions carried out using that tool. If we use behaviorism to guide the player through the game with the motive of helping the player, we are clearly using our tool for good. If we use behaviorism to keep the player from leaving our game with the motive of user retention (read greed), then we may have crossed into evil.
MW3, not long ago, frightened me with the implications of such control. Dorritos, Mountain Dew, and MW3 are a bad combination as far as I'm concerned, but I purhcased all of the above for a chance to win a Jeep and gain double xp. Throw in the adrenaline on tap and a lot of people were hooked. I took MW3 back to gamestop a few days later and sold it, I'd never done that with a title I purchased on release before. I finished my Mountain Dew and caught myself looking for more the next day, I never went to sleep that night, and that is why I sold it.
One of the developers, or maybe it was a C.E.O. from Activision, was talking about the game when he mentioned the effects that COD/MW has on the average gamers vitals. He didn't put it that way and the best I can do is paraphrase at the moment, if forced I'm sure I could find where it was spoke. It went something like this, "We want your pupils dialated, your knuckles white, and every one of your muscles to be tense, the ultimate adrenaline rush".
If they want this they can get it with minimal analysis, they don't have to be behaviorists to do it. Unfortunately diabetes and heart disease will be blamed on other enviromental variables and the consumers themselves.
I'm still hooked, I'm playing Black Ops. I could use a sponsor like an A.A. or N.A. member has, but I'd settle for one like a "creative strategist" has.
Choice is governed by all sorts of variables. Tobacco companies employed measures to make addictive ingredients in cigarettes highly effective. Game developers that take the time to employ measures to ensure addiction may end up in the same boat as big tobacco in the U.S. if they're not careful.