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There's a friend of mine who loves playing TrackMania. He spends all
his free time trying to set a new high score, sometimes he fails and
sometimes he succeeds. The most interesting thing about this is
watching him play: everytime he fails to turn in the right moment or
lands incorrectly from a high jump he gets all frustrated and starts
all over again.
What is notable here is that he doesn't starts over
because of his frustration and bad mood, but because he thinks he can
make a better attempt. He has been playing TrackMania for more than
one year now and he has never quitted or given up even when achieving a
higher score is almost impossible.
Once I read that frustration is something that must be eliminated from
games. The most important purpose on games is to entertain and
therefore the logical way to go is to create nice feelings for the
player.
I think maybe that's the reason why games today make it so
favorable to the players, making their characters almost invincible and
sometimes they are completely immortal, like in Prince of Persia or Braid.
However success doesn't feel that great without some frustration. The
feeling of having strived for something and succeeded is better than
when you succeed without having a hard fight.
Frustration is a very delicate emotion to handle because it is the
previous step to giving up. Game developers purpose should be offering
games that satisfies the players and not frustrate them. Because of
this there are some points that should be taken into account when
dealing with frustration if the game is meant to deliver a great moment
to its users.
In the first place, giving up only comes if someone believes he will
always be unable to achieve something. A person decides this by
studying the possibilities and opportunities given at the moment and in
the end it all comes to this person's analysis. Is like Henry Ford
once said: "Whether you think you can or whether you think you can't -
you are right."
In games, the player's possibilities and opportunities are always
previously designed. This makes it possible to always ensure a
satisfying experience for the players. The question now is how can a
game handle certain level of frustration for the player without making
the game too easy or too difficult.
The answer is that everytime a game mechanic, a level, an enemy or a
boss is designed, a game developer should take into account that humans
are pattern seekers. This means that a person will find something
possible if he can find a pattern in the first place. If he can then
he will continue with the next step: finding out if he has the
mechanisms to bit the pattern.
A good example of a game which takes into account this is Megaman 9
(and also most of the Megaman games). This game is incredibly hard
from start to finish but its gamers finish it because they know that
every obstacle in the game can be passed because everything works with
patterns and they always have the mechanisms to do this.
Is good for a player when they learn that their failure will never
depend on luck, it's all because they strived, learned and finally
succeeded. And at the end, all the fun from this type of games comes
down to the joy of learning. Whether learning is thought to be
enjoyable or not can be answered with the success of the brain training
games (like the Brain Age series).
These games consist in making the
mind learn from its mini games in order to obtain higher scores. The
satisfaction doesn't comes from a good story, great graphics, or
character personification but only from the idea of knowing that one is
getting better at something.
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Super strictly timed jumps in a platformer are irritating if you have to go through a lengthy "you failed, restart" process and replay a big chunk of game just to get to the jump attempt again. Rather than water down the challenge, it's nice that they let the player try and try and try again in rapid succession. It's much more fun to work on that pixel-perfect takeoff in this kind of framework.
I don't think we need to worry about the characters in these games being any more immortal than in other games. In any game you can start again, so in that sense, all games have infinite retries. It's just a question of how much of the game you have to retread to make another attempt at the challenging bit. My guess is that most games benefit from *less* retreading, with a special exception for shmups. ;-)
I think Prince of Persia and Braid are different examples of how difficulty is handled. Prince of Persia the "Elika saving you all the time" mechanic to create check-points in every steady place. I support this because as you say it saves the annoyance of having to do everything all over again (including the parts that you already master). However the problem with Prince of Persia is that everything is too easy, loosing or winning doesn't seem to be of importance. So much indiference toward making hard-to-reach objectives makes the player lack the interest on reaching them.
Braid in the other place is extremely hard. Not dying is the best thing that could be implemented into this game because the experience of the game is not to pass a series of 2D platform type obstacles, but is more about just solving puzzles. Even if the game doesn't allow you to die, it becomes frustrating when you can't solve a puzzle and it is a realy victory to achieve success. However players sometimes find some puzzles in Braid way too difficult and the game doesn't offer ways to proceed without solving one. For these people this is the end of the game... and that's not a good thing either.
But I don't like to get to frustrated while gaming really, that's one of the biggest reasons I game, to get away from the world frustration.
The other day I imagined a picture: A legal library with all the things we can't do and single peice of paper with the things we can do.
I was fulfilled after those two hours of gameplay.
I totally agree with this article, but long load times, bad control systems, and drawn out checkpoints do not make very good frustrating elements that will keep the player playing. So I also agree with Neil.
You said... "The idea is that games should try to engage frustration in a way that they can provide a fun way to defeat it and feel success."
And I'm alright with that. I always welcome a fun challenge. Specially if I can walk away with knowledge that could lead to real success.
I feel that games focus to much on frustration (but for some, that's the main ingredient in a good game). But for me and I'd say at least a million others, the pressure doesn't need to be so intense with nothing more for a reward other than the feeling that "I did it "Finally!"
I don't really walk away from the game with anything... Releif, that I don't have to do it again? I dunno, gaming has got a long long looooooooooong way to go.
And what kills me, is they can do it. For some reason they just won't. I'm talking about alot of different issues here, let me cut it off right now.
Maybe I'm a rare case of player, I like games where I can be creative with. I hate fighting games that are only combo memorizing, specially because I can't create my own combos, they're all predetermined. Hate soccer games cause I play soccer and can't be creative playing on videogame, the system doesnt allow to. Hate RTS that are just a resources race, no strategy as the name says.
Mostly like FPS games, specially CS and UT, where strategies have endless possibilities. And my best game of all time is probably Bioshock, people talk about interactivity in games, freedom, I'm most about useful interactivity, useful freedom. Bioshock is all that. I dont care if i can carry a chair and sit on it if its useless for the gameplay. Hope someday they make a good AVP game, but I dont have good expectation for this next one :/
I completly agree with Gabriel in this post.
What about games influence on humans? I mean, what a about a boy who is raised thinking that "there is no frustration", that all around him can be controlled. I say this because it seems to be a hidden message on actual videogames: no game overs, everything can be undone, no frustration, all about happy feelings, is this how life is? if a boy grows facing this what would he or she think about life?
I don't know if you agree with me but "there is no control, control is an illusion" and no frustrating video games could generate very frustated lifes. Hahahaha, maybe I'm being to tragic here.
Regards.
I agree with you, the pressure doesn't need to be intense. Games are all about what they are designed to do and the experience the creator want to create for the player. So although a game doesn't need to be so intense it surely can, and if a player likes it or not depends on what the player is looking for.
And the idea in this post is that frustration is somehow useful in games and doesn't have to avoided (but it could be avoided to deliver different experiences to the player), and also that a good balance between frustration and success can lead to a good game experience.