Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [14]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [50]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
spacer
Blogs

  It's OK To Feel Frustrated
by Gabriel Lievano on 06/27/09 01:24:00 pm   Expert Blogs
11 comments
Share RSS
 
 
  Posted 06/27/09 01:24:00 pm
 

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.

 
 
Comments

Neil Gower
profile image
Hey Gabriel, great post! About the "undo" style of game design (Prince of Persia, Braid, and friends), I think this approach is the extreme way of reducing the annoyance factor of difficult challenges.

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. ;-)

Gabriel Lievano
profile image
Thanks for your comment Neil. I completely agree with you.

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.

John Petersen
profile image
I've just gotten to the point where as long as I'm having fun, I don't care if it's frustrating or not. But if it's not fun, then I just move on. But that's not just for games that are frustrating, that's for all games. A game can be easy but boring and not worth the time invested.

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.

Gabriel Lievano
profile image
John, I agree with you in that people play games to get away from the world frustration. But it is the way the game is made which makes this possible for you. For instance a person could play a game like Harvest Moon to have a good time or a game like Guitar Hero to challenge something that is difficult and be able to win. And for this second way to design games is that I wrote this blog entry. 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. This is different from real life because in real life challenges are about random events and using mostly creativity while in games challenges are designed for the player, patterns can be found everywhere and their solutions are based mostly on learning (although creativity is also important depending the type of game).

UGOCHUKWU OKONKWO
profile image
First times I played Tekken, my human opponent, although I was better at the mind games, frustrated me with the 10 hit combos and won almost every game. I kept playing and playing igonring my frustration until I started watching and blocked all those combos and made a comback.

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.

John Petersen
profile image
Gabriel,

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.

Luis Guimarães
profile image
@Gabriel Lievano "This is different from real life because in real life challenges are about random events and using mostly creativity while in games challenges are designed for the player, patterns can be found everywhere and their solutions are based mostly on learning (although creativity is also important depending the type of game)."

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 :/

GERMAN ACOSTA
profile image
Hey! I like this post too much!

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.

Gabriel Lievano
profile image
John Petersen,

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.

Gabriel Lievano
profile image
Luis, I think you have touched a good point. The deal with interactivity with games has a long road to go but this will be changing with new output technologies and more flexibility in controls. What Wii have done with its controls and what project Natal is trying to achieve is merely a glimpse of what is coming and hopefully will bring more interactive experiences for their users.

Gabriel Lievano
profile image
German, yes, you're being tragic. hahahaha I'm just kidding. The "there is no control. Control is an illusion" is a broad topic when it comes down to life. Is obvious there is no pattern to decipher in real life (unless we live on the Matrix) but we humans like to decode everything, and that's our learning instinct working. Games are a simulated environment where the developers give you an opportunity to have a virtual experience that is fun and that deals with the right level of frustration. If this frustration level is too high you'll probably stop playing since it won't be fun and depending on what you are looking for if the frustration level is too low then you'll probably get bored. Is all about balancing, something real life doesn't offer by design and instead you have to strive for.


none
 
Comment:
 


Submit Comment