Many good computer and video games, games
like Deus Ex, The Elder Scrolls III: Morrowind, or Rise of Nations,
are long, complex, and difficult, especially for beginners. People are
not always eager to do difficult things. Faced with the challenge of getting
them to do so, two choices are often available. We can force them, which
is the solution schools use. Or, a temptation when profit is at stake,
we can dumb down the product. Neither option is open to the game industry,
at least for the moment. They can't force people to play and most avid
players don't want their games dumbed down.
For people interested in learning, this
raises an interesting question. How do good game designers manage to get
new players to learn their long, complex, and difficult games-not only
learn them, but pay to do so? It won't do simply to say games are "motivating".
That just begs the question of "Why?". Why is a long, complex,
and difficult game motivating? I believe it is something about how games
are designed to trigger learning that makes them so deeply motivating.
So the question is: How do good game
designers manage to get new players to learn long, complex, and difficult
games? Of course, there are some forces in the game industry that want
to dumb games down. That is not a very interesting answer to our question.
Another answer that is not interesting, at least initially, is that some
good games appear to be made only for people who are already adept game
players. These games can be uninviting or frustrating for newcomers. Some
thoroughly excellent games that fall into this category are Panzer
Dragoon Orta (good start, very hard finish even on easy), Jak II
(spatially challenging timed tasks guaranteed to make many newcomers feel
they are learning disabled), Prince of Persia (you think you can
play until you face the first boss and realize you haven't learned near
enough), and Viewtiful Joe (only my eight-year-old can play it,
not my graduate students or myself).
The answer that is interesting is this:
the designers of many good games have hit on profoundly good methods of
getting people to learn and to enjoy learning. Furthermore, it turns out
that these methods are similar in many respects to cutting-edge principles
being discovered in research on human learning (for details, see my books
What Video Games Have to Teach Us About Learning and Literacy,
New York: Palgrave/Macmillan, 2003 and Situated Language and Learning:
A Critique of Traditional Schooling, London: Routledge, to appear
2004).
I care about these matters both as cognitive
scientist and as a gamer. I believe that we can make school and workplace
learning better if we pay attention to good computer and video games.
This does not mean just using game technologies in school and at work,
though that is something I advocate. It also means applying the fruitful
principles of learning that good game designers have hit on. As an avid
gamer, I also believe that more people, young and old, men and women,
will play games, and get more out if them, if games are highly learnable,
but remain powerfully complex.
But why should game designers care about
these matters? Well, perhaps, they don't need to. Hopefully, there will
always be games like Prince of Persia and Viewtiful Joe.
But here are some reasons to care. First, computer and video games are
going to become the predominate form of popular culture interaction in
our society. We can watch them get progressively dumbed down or we can
see them spread to new people and new niches while retaining their power
and complexity. Their spread will make more money for more people, but
retaining their power in the act will, I am convinced, make a better and
smarter society.
Second, whether they know it or not,
good game designers are practical theoreticians of learning, since-at
a beginning or advanced level-what makes games deep is that players are
exercising their learning muscles, though often without knowing it and
without having to pay overt attention to the matter. Under the right conditions,
learning, like sex, is biologically motivating and pleasurable for humans
(and other primates). It is a hook that game designers own to a greater
degree-thanks to the interactivity of games-than do movies and books.
Game technologies and principles are going to spread into schools, workplaces,
and society for a great many purposes. This, too, will open up new markets
and new possibilities for progress in society. Whether their motive be
profit or reform, then, some designers may want to care about games and
learning
In the end, I have to admit, though,
that I believe game designers can make worlds where people can have meaningful
new experiences, experiences that their places in life would never allow
them to have or even experiences no human being has ever had before. These
experiences have the potential to make people smarter and more thoughtful.
Good games already do this and they will
do it more and more in the future. Star Wars: Knights of the Old Republic
immerses the player in issues of identity and responsibility: What responsibility
do I bear for what an earlier, now transformed, "me" did? Deus
Ex: Invisible War asks the player to make choices about the role ability
and equality will or won't play in society: If we were all truly equal
in ability would that mean we would finally have a true meritocracy? Would
we want it? Freedom Fighters allows players to live out the ideologies
surrounding the U.S.-Iraq war in reverse: Is the difference between a
freedom fighter and a terrorist simply that the person using the terms
believes, in one case, the cause is right and not in the other? In these
games, such thoughtful questions are not abstractions, they are part and
parcel of the fun and interaction of playing. [And you find out things
about yourself, perhaps unfortunate ones: In Star Wars: Knights of
the Old Republic, I discovered that, having become "good",
I was nonetheless proud of having once been powerfully bad and wanted
the other characters to respect my former identity, though I didn't want
actually to behave out of that identity].
I am not arguing that game designers
have a lot to learn from cognitive scientists or that they should start
reading papers on learning theory. Of course, those designers who want
to extend their products into the educational arena might want to do so.
But, in fact, my argument is that good game designers are already doing
a very good job at making learning happen. Why? For good old Darwinian
reasons. Games that people can't learn to play and from which they don't
get the enjoyment of learning won't sell. Those like Jak II that
cater to more advanced players trade on the learning more newcomer-friendly
games have already triggered, games like Ratchet and Clank: Going Commando,
and themselves trigger deep learning at more advanced levels. So, in the
end, I am arguing that learning is one lens game designers may want to
apply to their thinking about game design.
Learning in Good Games
There are many good principles of learning built into
good computer and video games. I list a baker's dozen below. We can view
this list as a checklist: The stronger any game is on more of the features
on the list, the better its score for learning. Of course, as I have said,
some games (like Prince of Persia) will score high only on the
assumption that a good deal of initial learning has already taken place.
Other games (like Rise of Nations) will score high for a wider
audience.
The list is organized into three sections: I. Empowered
Learners; II. Problem Solving; III. Understanding. Under each item on
the list I first give a principle relevant to learning, then a comment
on games in regard to that principle, and, finally, I offer a comment
on some games that are strong on that principle. Those interested in citations
to research that supports these principles and how they apply to learning
things like science in school should consult the references in my books
cited above.
EMPOWERED LEARNERS
Co-Design
Principle: Good learning requires that learners feel
like active agents (producers) not just passive recipients (consumers).
Games: In good games, players feel that their actions
and decisions-and not just or primarily the designers' actions and decisions-are
co-creating the world they are in and the experiences they are having.
Example: Players' decisions in The Elder Scrolls:
Morrowind shape the world and game play in such a way that the game
becomes different for each different player.
Customize
Principle: Different styles of learning work better
for different people. People cannot be agents of their own learning if
they cannot make decisions about how their learning will work. At the
same time, they should be able (and encouraged) to try new styles.
Games: Good games achieve this goal in one (or both)
of two ways. In some games, players are able to customize the game play
to fit their learning and playing styles. In others, the game is designed
to allow different styles of learning and playing to work.
Example: Rise of Nations allows players to
customize myriad aspects of the game play to their own styles, interests,
and desires. Deus Ex and its sequel Deus Ex: Invisible War
both allow quite different styles of play and, thus, learning, too, to
succeed.
Identity
Principle: Deep learning requires an extended commitment
and such a commitment is powerfully recruited when people take on a new
identity they value and in which they become heavily invested-whether
this be a child "being a scientist doing science" in a classroom
or an adult taking on a new role at work.
Games: Good games offer players identities that trigger
a deep investment on the part of the player. They achieve this goal in
one of two ways. Some games offer a character so intriguing that players
want to inhabit the character and can readily project their own fantasies,
desires, and pleasures onto the character. Other games offer a relatively
empty character whose traits the player must determine, but in such a
way that the player can create a deep and consequential life history in
the game world for the character.
Example: Metal Gear Solid offers a character
(Solid Snake) that is so well developed that he is, though largely formed
by the game's designers, a magnet for player projections. Animal Crossing
and The Elder Scrolls: Morrowind offer, in different ways, blank-slate
characters for which the player can build a deeply involving life and
history. On the other hand, an otherwise good game like Freedom Fighters
offer us characters that are both too anonymous and not changeable enough
by the player to trigger deep investment.
Manipulation
Principle: Cognitive research suggests that for humans
perception and action are deeply inter-connected. Thus, fine-grained action
at a distance-for example, when a person is manipulating a robot at a
distance or watering a garden via a web cam on the Internet-causes humans
to feel as if their bodies and minds have stretched into a new space.
More generally, humans feel expanded and empowered when then can manipulate
powerful tools in intricate ways that extend their area of effectiveness.
Games: Computer and video games inherently involve
action at a (albeit virtual) distance. The more and better a player can
manipulate a character, the more the player invests in the game world.
Good games offer characters that the player can move intricately, effectively,
and easily through the world. Beyond characters, good games offer the
player intricate, effective, and easy manipulation of the world's objects,
objects which become tools for carrying out the player's goals.
Example: Tomb Raider, Tom Clancy's Splinter Cell,
and ICO allow such fine-grained and interesting manipulation of
one's character that they achieve a strong effect of pulling the player
into their worlds. Rise of Nations allows such effective control
of buildings, landscapes, and whole armies as tools that the player feels
like "god". Prince of Persia excels both in terms of
character manipulation and in terms of everything in its environment serving
as effective tools for player action.
PROBLEM SOLVING
Well-Order Problems
Principle: Given human creativity, if learners face
problems early on that are too free-form or too complex, they often form
creative hypotheses about how to solve these problems, but hypotheses
that don't work well for later problems (even for simpler ones, let alone
harder ones). They have been sent down a "garden path". The
problems learners face early on are crucial and should be well-designed
to lead them to solutions that work well, not just on these problems,
but as aspects of the solutions to later, harder problems.
Games: Problems in good games are well ordered. In
particular, early problems are designed to lead players to form good guesses
about how to proceed when they face harder problems later on in the game.
In this sense, earlier parts of a good game are always looking forward
to later parts.
Example: Return to Castle Wolfenstein and Fatal
Frame 2: Crimson Butterfly, though radically different games, each
do a good job of offering players problems that send them down fruitful
paths for what they will face later in the game. They each prepare the
player to get better and better at the game and to face more difficult
challenges later in the game.
Pleasantly Frustrating
Principle: Learning works best when new challenges
are pleasantly frustrating in the sense of being felt by learners to be
at the outer edge of, but within, their "regime of competence".
That is, these challenges feel hard, but doable. Furthermore, learners
feel-and get evidence-that their effort is paying off in the sense that
they can see, even when they fail, how and if they are making progress.
Games: Good games adjust challenges and give feedback
in such a way that different players feel the game is challenging but
doable and that their effort is paying off. Players get feedback that
indicates whether they are on the right road for success later on and
at the end of the game. When players lose to a boss, perhaps multiple
times, they get feedback about the sort of progress they are making so
that at least they know if and how they are moving in the right direction
towards success.
Example: Ratchet and Clank: Going Commando,
Halo, and Zone of the Enders: The Second Runner (which has
different difficulty levels) manage to stay at a "doable", but
challenging level for many different sorts of players. They also give
good feedback about where the player's edge of competence is and how it
is developing, as does Sonic Adventure 2 Battle.
Cycles of Expertise
Principle: Expertise is formed in any area by repeated
cycles of learners practicing skills until they are nearly automatic,
then having those skills fail in ways that cause the learners to have
to think again and learn anew. Then they practice this new skill set to
an automatic level of mastery only to see it, too, eventually be challenged.
Games: Good games create and support the cycle of
expertise, with cycles of extended practice, tests of mastery of that
practice, then a new challenge, and then new extended practice. This is,
in fact, part of what constitutes good pacing in a game.
Example: Ratchet and Clank: Going Commando,
Final Fantasy X, Halo, and Pikmin do a good job of
alternating fruitful practice and new challenges such that players sense
their own growing sophistication, almost as an incremental curve, as the
game progresses.
Information "On Demand" and "Just
in Time"
Principle: Human beings are quite poor at using verbal
information (i.e., words) when given lots of it out of context and before
that can see how it applies in actual situations. They use verbal information
best when it is given "just in time" (when they can put it to
use) and "on demand" (when they feel they need it).
Games: Good games give verbal information-for example,
the sorts of information that is often in a manual-"just in time"
and "on demand" in a game. Players don't need to read a manual
to start, but can use the manual as a reference after they have played
a while and the game has already made much of the verbal information in
the manual concrete through the player's experiences in the game.
Example: System Shock 2 spreads its manual
out over the first few levels in little green kiosks that give players-if
they want it-brief pieces of information that will soon thereafter be
visually instantiated or put to use by the player. Enter the Matrix
introduces new information into its "on demand" glossary when
and as it becomes relevant and useable and marks it clearly as new. The
first few levels of Goblin Commander: Unleash the Hoard allows
the player to enact the information that would be in manual, step by step,
and then the game seamlessly moves into more challenging game play.
Fish Tanks
Principle: In the real world, a fish tank can be a
little simplified eco-system that clearly displays some critical variables
and their interactions that are otherwise obscured in the highly complex
eco-system in the real world. Using the term metaphorically, fish tanks
are good for learning: if we create simplified systems, stressing a few
key variables and their interactions, learners who would otherwise be
overwhelmed by a complex system (e.g., Newton's Laws of Motion operating
in the real world) get to see some basic relationships at work and take
the first steps towards their eventual mastery of the real system (e.g.,
they begin to know what to pay attention to).
Games: Fish tanks are stripped down versions of the
game. Good games offer players fish tanks, either as tutorials or as their
first level or two. Otherwise it can be difficult for newcomers to understand
the game as a whole system, since the often can't see the forest because
of the trees.
Example: Rise of Nations' tutorial scenarios
(like "Alfred the Great" or "The 100 Years War") are
wonderful fish tanks, allowing the player to play scaled down versions
of the game that render key elements and relationships salient.
Sandboxes
Principle: Sandboxes in the real world are safe havens
for children that still look and feel like the real world. Using the term
metaphorically, sandboxes are good for learning: if learners are put into
a situation that feels like the real thing, but with risks and dangers
greatly mitigated, they can learn well and still feel a sense of authenticity
and accomplishment.
Games: Sandboxes are game play much like the real
game, but where things cannot go too wrong too quickly or, perhaps, even
at all. Good games offer players, either as tutorials or as their first
level or two, sandboxes. You can't expect newcomers to learn if they feel
too much pressure, understand too little, and feel like failures.
Example: Rise of Nations' "Quick Start"
tutorial is an excellent sandbox. You feel much more of the complexity
of the whole game than you do in a fish tank, but risks and consequences
are mitigated compared to the "real" game. The first level of
System Shock 2 is a great example of a sandbox-exciting play where,
in this case, things can't go wrong at all.
Skills as Strategies
Principle: There is a paradox involving skills: People
don't like practicing skills out of context over and over again, since
they find such skill practice meaningless, but, without lots of skill
practice, they cannot really get any good at what they are trying to learn.
People learn and practice skills best when they see a set of related skills
as a strategy to accomplish goals they want to accomplish.
Games: In good games, players learn and practice skill
packages as part and parcel of accomplishing things they need and want
to accomplish. They see the skills first and foremost as a strategy for
accomplishing a goal and only secondarily as a set of discrete skills.
Example: Games like Rise of Nations, Goblin
Commander: Unleash the Hoard, and Pikmin all do a good job
at getting players to learn skills while paying attention to the strategies
these skills are used to pull off. Rise of Nations even has skill
tests that package certain skills that go together, show clearly how they
enact a strategy, and allow the player to practice them as a functional
set. The training exercises (which are games in themselves) that come
with the Metal Gear Solid and Metal Gear Solid: Sons of Liberty
are excellent examples (and are great fish tanks, as well).
UNDERSTANDING
System Thinking
Principle: People learn skills, strategies, and ideas
best when they see how they fit into an overall larger system to which
they give meaning. In fact, any experience is enhanced when we understand
how it fits into a larger meaningful whole.
Games: Good games help players see and understand
how each of the elements in the game fit into the overall system of the
game and its genre (type). Players get a feel for the "rules of the
game"-that is, what works and what doesn't, how things go or don't
go in this type of world.
Example: Games like Rise of Nations, Age
of Mythology, Pikmin, Call of Duty, and Mafia
give players a good feel for the overall world and game system they are
in. They allow players to develop good intuitions about what works and
about how what they are doing at the present moment fits into the trajectory
of the game as a whole. Players come to have a good feel for and understanding
of the genre of the game they are playing (and in Pikmin's case,
this is a rather novel and hybrid genre).
Meaning As Action Image
Principle: Humans do not usually think through general
definitions and logical principles. Rather, they think through experiences
they have had. You don't think and reason about weddings on the basis
of generalities, but in terms of the wedding you have been to and head
about. It's your experiences that give weddings and the word "wedding'
meaning(s). Furthermore, for humans, words and concepts have their deepest
meanings when they are clearly tied to action in the world.
Games: This is, of course, the heart and soul of computer
and video games (though it is amazing how many educational games violate
this principle). Even barely adequate games make the meanings of words
and concepts clear through experiences the player has and activities the
player carries out, not through lectures, talking heads, or generalities.
Good games can achieve marvelous effects here, making even philosophical
points concretely realized in image and action.
Example: Games like Star Wars: Knights of the Old
Republic, Freedom Fighters, Mafia, Metal of Honor:
Allied Assault, and Operation Flashpoint: Cold War Crisis do
a very good job at making ideas (e.g., continuity with one's past self),
ideologies (e.g., freedom fighters vs. terrorists), identities (e.g.,
being a soldier) or events (e.g., the Normandy Invasion) concrete and
deeply embedded in experience and activity.
Conclusion
When we think of games, we think of fun. When we think
of learning we think of work. Games show us this is wrong. They trigger
deep learning that is itself part and parcel of the fun. It is what makes
good games deep. If games are to stay complex and yet sell to more and
more people, then learning as a lens for game designers may be significant.
As a cognitive scientist and an avid gamer let me offer that as but a
suggestion, at least as a way to think of some aspects of the deeper significance
games have and will have for our society.
For those interested in spreading games and game technology
into schools, workplaces, and other learning sites, it is striking to
meditate on how few of the learning principles I have sketched out here
can be found in so-called educational games. "Non-educational"
games for young people, such as Pajama Sam, Animal Crossing,
Mario Sunshine, and Pikmin, all use many of the principles
fully and well. Not so for many a product used in school or for business
or workplace learning. It is often said that what stops games from spreading
to educational sites is their cost, where people usually have in mind
the wonderful "eye candy" that games have become. But I would
suggest that it is the cost to implement the above principles that is
the real barrier. And the cost here is not just monetary. It is the cost,
as well, of changing people's minds about learning-how and where it is
done. This may also change some people's minds about computer and video
games, as well.
So, let's end with an award, since I write this
at a time when all the game sites are giving out their Game of the Year
awards (I myself am torn between Call of Duty and Star Wars:
Knights of the Old Republic). What would I reward as Game of the Year
for incorporating our learning principles at the highest level? The award
goes to: Rise of Nations.