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[In a thought-provoking article, Page 44 Studios (Freekstyle) designer Lorenzo Wang looks at recent research on happiness, and the six key findings that can help us all make better games.]
It is our implicit goal, as game designers, to
create addictive games that by definition hook our players on pleasure. Games
are used as pleasure delivery vehicles. A tremendous amount of research has
come out in recent years to address the issue of human happiness, and I think
we sometimes need to take a step back from pleasure and address gamer happiness,
which is a more "wholesome," long-lasting experience of which
pleasure is just a small part.
In this article, I will examine some major
findings of recent happiness research, and offer game design approaches that
address them. These findings have been appropriated; they were meant to help us
understand how and why some people are happier, barring socio-economic factors.
Now, those factors are important, but I'd like to focus on what decisions and
expectations that the gaming experience shares with life experience. To do so,
it is necessary to define happiness from pleasure.
Happiness comes from the resolution of anger,
ennui, fear, frustration, insecurities, and unimportance. Pleasure is an
immediate, short-term rush, often visceral, and designers usually to call it "fun."
You can have one without the other.
For example, we all know friends who play a certain
game constantly while complaining about its every flaw, like my wife when she
plays World of Warcraft. She gets no
happiness, having played the game to death, alone and guildless. But she gets a
visceral pleasure in continuing to kill mobs, farm items, and level new
characters.
Quarters
were sunk not because I found it fun, but because of the anticipated glory of
finishing.
Conversely, playing Dragon's Lair for me was a happy but pleasure-less affair (the play
mechanics are merely rote memorization), but the participation in (and
completion of) such a challenge, and getting rewarded with a beautiful animated
movie satisfied my dedication, even if I hated every unfair death I had to die
to get there. The idea of unhappy pleasure versus pleasure-less happiness is a
bit extreme, but can be an enlightening distinction.
Finding
#1: Happiness is relative.
Reason: Would
you rather earn $100,000 while your co-workers earned $200,000, or would you
rather earn $50,000 while your co-workers earned $20,000? Most choose the
latter. The things that make us happiest in life address secondary emotions,
the ones that come after hunger, shelter, and sex. This means that after those
primal needs are satisfied, we have no way to classify how happy our
circumstances make us except by comparing with others.
It turns out that both lottery winners and prisoners
return to their original level of happiness quite soon after their respective
life-changing events. Psychologists call this setpoint theory. While the wealthier people in the world are
happier overall, the effects of affluence diminish sharply.
Application:
There are a few design lessons to take from this. Firstly, keep rewards
roughly equal across players, especially in multiplayer games. Fairness, or at
least the impression of fairness, is extremely important to generating player
trust in the complicit agreement to play that we call a game.
Studies have also shown a strong correlation
between trust levels and national prosperity. Particularly in MMORPGs, trust in
the fairness of a virtual world is instrumental in the players' willingness to
indulge in its fantasy, as well as being productive, well-behaved gamers.
Players will invariably compare their efforts and
the resulting rewards with other players. Unfairly treated players will have
Robin Hood syndrome, and not respect the game or their peers. They will expect
equitable happiness.
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The other big problem is that due to the nature of MUD PvP combat, winning a fight isn't really a matter of being most skilled at using the right commands, but more a matter of being the best at creating or obtaining the right scripts to automate the avatars responses to an attack by another player. Additionally, since the game was based on alignments and competing cities, an attitude of fostering your opponents to be as good at the game as you are doesn't exist resulting in a fairly frustrating experience if you don't have access to support in the form of more experienced players who are part of the same guild/city/alignment as you.
Great read.