The Compulsion to
Make Progress
"...when you buy furniture, you tell yourself: that's
it, that's the last sofa I'm gonna need. No matter what else happens, I've got
that sofa problem handled." - Edward Norton in Fight Club
When I have a lot of things to do in little time, I feel a
palpable sense of anxiety. Similarly, when I clear one of those things off my
plate, I feel a sense of relief. These are emotional responses tuned to push us
into action when situations threaten to get unmanageably complex.
Games can trigger these same emotions -- both the anxiety
related to an unsolved problem and the reward that comes with resolving
it.
The Compulsion to
Make Progress by Simplifying Problems
I used to play StarCraft.
Back when I sucked even more than I do now, I used to like playing maps with
lots of resources in one place so I could just sit and build up a beautiful
defensive line, which I would foolishly convince myself was unbreakable. Next,
I would spend huge amounts of time building some unbeatable army. Only then
would I venture out on the attack. Of course, as soon as I came up against an
even moderately good player I would get my ass handed to me on a platter.
I was succumbing to the compulsion to simplify. I wanted to
solve problems and therefore not have to think about them again. The prospect
of constant upkeep and surveillance, as is required for a viable dynamic
defense strategy, seemed unpleasant. In my case, this compulsion destroyed my StarCraft game (eventually I realized
what was wrong, and started occasionally winning matches against small
children).
Triggering this compulsion is generally done by presenting
the player with a complex situation which can be simplified. Single-player RTS
games are like this. You start with a complex and hard to control situation
involving multiple AI bases, and are challenged to take down these bases on by
one. With each enemy base destroyed, the game becomes simpler. Eventually you
can toy with the last enemy base at your leisure. That final release of
pressure is the emotional payoff.
Any game that starts out complex and becomes simpler will
trigger this compulsion.
Compulsion and
Addiction
Purely linear entertainment products, like film or books,
are self-limiting. They always run out. Games, however, do not suffer from this
limitation. This includes pre-computer games like card gambling.
Gambling with cards is well known to be addictive for some
people. Gambling addiction has destroyed many lives. There are support groups
for those addicted and their families. Similarly, some games are so effective
at compelling people to play for extended periods of time that there are support
groups dedicated to breaking game addiction.
But wait a minute. Gambling addiction destroys your bank
account. Drug addiction destroys your body and brain. But the entire reason we
play these games is because we are evolved to compulsively do so, since these
compulsions are evolutionarily beneficial. Games are tools for learning and
socializing. A person who plays chess or basketball for hours every day is
called dedicated, not addicted.
I've personally learned a lot from countless games that I
played throughout my childhood. I learned World War II history from Secret Weapons of the Luftwaffe. I
learned about municipal tax systems from SimCity.
I learned about the stock market from Railroad
Tycoon II. I learned about Roman history from Caesar III.
Even games with no real-world analogue can teach deeper
skills. StarCraft taught me about
dynamic defense, when not to plan ahead, and how to manage complex situations
under pressure. Counter-Strike and Unreal Tournament taught me hand-eye
coordination and teamwork.
But what about a game which teaches nothing useful, and is
so good at triggering compulsions that it can force people to play continuously
for years? What if it could engineer a compulsion to play so powerful that it
destroys the rest of a person's life, and they get nothing back from it? Does
this make us the moral equivalent of casino owners? Not evil, but maybe just a
little bit suspect?
Maybe. I don't think that creating powerfully compulsive
games is unethical. But I think that a game should do more than trigger a
person's compulsions.
Games could be incredible tools for elucidating a concepts --
whether those concepts is educational, philosophical, or political. Games can
hold attention for a very long period of time. They can and communicate ideas
differently from other media because we can actually force the player to live
some part of a reality instead of just reading or watching someone else's
story. We can put people in anyone's shoes and show them a tiny bit of what it
is like to make that person's decisions. We can teach systems through exploration
and experimentation instead of just showing results.
Games like this are showing up, but slowly. DEFCON: Everybody Dies (2) is a
mechanically fun but thematically horrifying game about trying to
"win" a global nuclear war. September
12 (3) is about trying to stop terrorism by killing people -- which, in
this game, tends to create more terrorists.
These games show promise, but there is so much more
territory to cover. For most of gaming's history, we have been more concerned
with figuring out how to generate compulsions to care about whether our games
say anything. Maybe now we can all start using our medium for something greater
than psychological button-pushing.
1. Phend, Crystal. "Video Games Hone Laparoscopic
Surgery Skills". Medpage Today.
http://www.medpagetoday.com/Surgery/GeneralSurgery/tb/5089 Accessed December 4,
2007
2. Introversion Software. DEFCON: Everybody Dies.
http://www.everybody-dies.com/
3. September 12. http://www.newsgaming.com/games/index12.htm
4. Wikipedia: Images.
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