Small group discussions can
be used to seed a group with positive new concepts. You can build
up a vocabulary of new cognitive labels that are then triggered at a
later point during gameplay.
Technology: By creating
controlled social environments, we can encourage and influence the
norm-setting process. Online games with their absolute control
over social connections, language filtering and feedback mechanisms
offer an ideal voluntary environment for norm resetting. Concepts,
terminology and even desired behavior can be seeded in a group by putting
them together, present those new ideas and discussing them in a positive,
constructive light.
Imagine that our Bacchus players
have an online hangout. They meet up after each bout of group
dancing. They discuss what they’ve felt, discuss concerns and
how they can improve. A higher level character acts as a moderator
and feeds the group more refined descriptions about what they have experienced.
It is, in many ways, no different than a Bible study group.
The setting provides an effective manner of setting up the context for
the next encounter and seeding the players with language to describe
the physical experience in emotional or spiritual terms.
Benefits: If you look
at the social trends in the United States, a growing percentage of the population prefers to live
alone. This naturally limits the amount of ambient socialization
by that individual. They have no spouse to share the events of
the day with, nor do they know their neighbors. Outside of the workplace,
community and culture has less and less practical meaning to the modern
man. If these isolated individuals turn to online communities in order
to fill out their social network, there is an enormous opportunity to
create a new set of designer virtual norms that are rarely if ever challenged
by outside forces. The individuals that buy into the game will
behave according to the standards of their dominant social group, fellow
gamers dancing through life in an artificial, designer-manipulated culture.
Limitations:
One of the biggest limitations with using small group discussions is
that norms set in the group tend to deteriorate outside of the context
of a group. You can see this phenomenon occur with the ubiquitous
company offsite. A team comes together in a new environment and
agrees to change the world and their behavior. As soon as they
get back to the office, the hothouse atmosphere of the offsite dissipates
and the regular rhythms and expectation of families, bosses and existing
processes take hold again.
It takes repeated indoctrination,
especially at a young age, to embed social norms deep enough that they
can be relied upon to the produce the desired results. Isolating
the group from external normative forces is also highly effective.
There is a good reason why cultists pragmatically isolate their believers
in walled-off compounds.
The other issue that comes
up with setting up a new collection of social norms is that existing
groups react defensively against those who step out of line. Protection
of group boundaries is an impressively powerful social force that must
be tampered with using great care. A title like Bacchus, with its
overt religious theme and focus on resetting social norms, would likely
raise at least an eyebrow or two.
The near future
The four techniques demonstrated
in the Bacchus design will hopefully provide some food for thought.
The question that occurs to me is “how realistic is any of this?”
Let’s put aside the navel-gazing for a moment and look into the
future with our crystal ball.
Technology: Some of
the technologies I’ve discussed are already beginning to make their
way out onto the market. We’ve seen a couple of generations
of video cameras built into consoles. Voice recognition
software is readily available to PC users. The Wii and the Wii Fit balance board
are continuing the trend towards more physical game play. It is
a natural evolution to add heart rate and skin conductance monitors.
As the years unfold, there is immense opportunity for hardware designers
to differentiate their platforms by increasing the accuracy with which
games can track the player’s conscious and unconscious actions.
Game design: Though
the availability of the appropriate technology does not worry me much,
the lack of proven, field-tested game design techniques for inducing
emotion does. Bacchus is a thought experiment and though it may
stimulate discussion, I hold no illusions about its practicality as
a blueprint for a working title. For emotional game design to truly
blossom, there are several obvious areas of investment.
Fundamental research
into the biometric patterns that allow computers to distinguish various
emotions.
Labs within game
studios that allow designers to identify the flicker of emotions that
run through their test subjects to a degree not offered by simple observation.
This data allows the game design to iterate on and perfect how the games
affect the player’s emotions, not just whether or not they made it
through the latest boss battle.
Designers trained
on group psychology and practical techniques for influencing and manipulating
populations. We are slowly starting to see some of this expertise
emerge in the online game design community, but it has yet to become
a major focus.
The techniques I’ve mentioned
in Bacchus are really just the tip of the iceberg in terms of possible
design tools. There is a wealth of research on using intense sounds
or visuals, sleep and food deprivation and of course, various drugs
to alter the player’s physical state. Every year, novel and
effective biometric techniques continue to improve in accuracy, cost
and usability in the field. Setting appropriate cognitive labels
is perhaps less well studied, but we can draw heavily upon the realms
of advertising, propaganda and organizational psychology.
At first blush, the success
of a game design like Bacchus seems bizarre and unlikely. Yet,
when I look out into the market and see the success of emotionally rich
games as diverse as World of Warcraft, Spin the Bottle or Survivor,
it seems that such games are inevitable.