Random thoughts related to MMOs, gaming, in-game tradeskills, and real life crafting.
Monday, April 09, 2012
Why you should flee the country.
One might assume that the name of the place, "China Max" (not to mention the location of the restaurant in the middle of a heavily asian area, and the fact that I did say it was for dim sum) might have provided enough clues for him to figure out that the food would, in fact, be asian. However, apparently this was not the case and so it was only when we sat down and looked at the menu that he mentioned he didn't eat (a) any seafood, or (b) anything "foreign". Besides causing some rather problematic issues with the ordering of food, this also led to the discussion of foreign travel, to which he was entirely opposed, as he said he was afraid to go to a foreign country.
Since I haven't lived in my country of birth since 1995 this seemed like a rather failed match on several points, and in fact the date was not repeated. However, I was reminded of the guy when I watched this rather excellent TED video about different ways of looking at things in different countries:
http://www.ted.com/talks/derek_sivers_weird_or_just_different.html
It's not long; I recommend having a quick watch. But to summarize, the speaker uses a couple of excellent examples to illustrate how we can so easily take for granted that the way we think about things is the only way to think about them, and how our thinking can easily be trapped in a little box that we don't even realize is there. Exposure to other perspectives -- particularly through travel -- is a great way of escaping this trap and one that people who never leave their home country will always struggle with.
The importance of different perspectives and an understanding of differences between countries isn't just theoretical or helpful in terms of innovating new ideas. It can be the difference between being an average business professional and an excellent one; or the difference between making a costly and stupid mistake and avoiding it.
A great example from my own experience: when I was hired in 2000 to be the IT manager for a US company with an office in Australia, I moved to Sydney. One of my responsibilities was to ensure reliable and secure nightly backups of all the servers, including the financial system. The finance team were clearly still highly traumatized by a recent incident and told me several times over in tones of pain and horror what had happened: prior to my arrival, the US head office had assisted in some updates to the financial software that was in global use by the company. This wasn't unusual: the software was remotely managed primarily out of the US and UK, smaller offices like Sydney not needing a dedicated IT staff resource just for that one system. Usually the UK office handled international updates such as Australia, but for some reason this time the US staff had been responsible. As part of the updates the nightly backup schedule had also been updated by them.
Unfortunately, the US staff member who updated the weekly backup schedule was apparently not aware that pretty much every country except the US uses the date format day/month/year. He had just assumed that the date format would be the US order, month/day/year, and entered the backup schedule accordingly without checking. As a result, instead of resuming the normal backup schedule, there were actually NO weekly full backups happening for a period of months; daily incremental backups were fortunately not affected, but the error was only noticed when a problem occurred and a restore from backup was needed. At which point it was discovered that the last successful full backup hadn't happened for months. The poor finance team had to spend about 2 days feeding in every single nightly incremental backup tape since that last successful one in order to restore the data (and then spend days more reconciling every last penny to verify it), an experience which clearly traumatized them so much they were still talking about it -- and cursing the US narrow-minded view of the world that had led to the mistake -- even years later.
If that staff member had ever traveled outside the US, even just to Canada, there's a good chance he'd have been aware that date formats can change depending on country, and might have at least thought to double check what Australia used before resetting the backup date. Experiences in foreign countries and seeing how different regions can do things differently would have made him a more valuable professional, not to mention saving the company and the finance team in Australia quite a lot of both time and money.
Besides practical considerations like the above, it's just a good experience for people to learn different cultures. I think it makes us both more tolerant, and more accepting of differences. Besides which it's really quite fascinating what one country considered quite okay while others consider entirely inappropriate.
When I worked in Brazil, it was customary to exchange kisses (on the cheek) with co-workers every morning, at least between men and women. I got quite used to male co-workers kissing me every morning, so used to it in fact that after 6 months in Brazil when I visited the US for business and bumped into the first US colleague that I knew, I unthinkingly kissed him on the cheek, rather to his surprise. If my boss here in the US started kissing me and every other female colleague every morning it would be seen as VERY inappropriate, needless to say. But there, quite normal, polite, and expected.
So if I could give graduates one piece of advice as they start their careers, it's to take any opportunity possible to work overseas. Visit at least if you can't find work, but if you can find a job then seize the chance. It's so much more than just a job and an opportunity to travel; it'll expand your perspectives, open your eyes, and make you more valuable and useful in your professional career for the rest of your life. It's not always been the easiest path to take, but I've never regretted all the moving around that I've done in my career.
Sunday, June 26, 2011
Great Expectations: in-game stores
Some things Dave "Smokejumper" Georgeson said in one of his early interviews after joining the EQ2 team expressed a truth of in-game stores in general that I think is often overlooked. In this interview with Zam, he said:
"I'm a big fan of microtransactions. As a player, I'm a fan of them. And the reason I'm a fan of them is if the content isn't good, then the developer doesn't make any money."and,
"It's just basically choosing how you spend your money, whether or not it's entertainment that's of value to you. 'Cause it's completely optional; none of this stuff is required, if you don't want to pay for it you don't have to."
Now, it's true that there are some games where the purchased items grant actual in-game power so could be considered essential, but for many games that's not the case. For many games, including the one I work on, it's entirely possible to never buy a single item from the in-game store and be at no disadvantage whatsoever within the game. It's totally optional. And yet, here are two things I frequently see people say about these kinds of items in these kinds of games:
1. They proclaim that the existence of an in-game store is horrible and, they will never use it; and they ask, often in the same sentence, why all the items in it suck so much, saying they're so terrible, they don't want any of them, why can't the designers do better.
2. Sometimes, if a new item comes out in a game I play that I think is pretty neat, I will link it on Facebook or on twitter. And often, a bitter sounding person will reply along these lines: "well *I* sure won't be buying it, because it doesn't have (X) / isn't (Y)".
These both confuse me.
In #1, the person seems to be confused about what they actually want. If they really dislike in-game stores in general and don't want them to exist, then they should be rejoicing if the items in them are completely undesirable, because then nobody will buy them and the store may be abandoned. And if they really don't ever want to use an in-game store then it seems rather masochistic to be complaining the items aren't something they would want to buy. It sounds as if the #1 type of person actually does want to buy things, and dislikes the store primarily because it's not selling the items that person wants to purchase.
In #2, while this might be a true statement, I'm always puzzled why someone would even bother to post it. The implication seems to be that the game designers were expecting every single person to love and buy it, that the company thinks they should want to buy it. Well no, not if you don't like it. That's like if I linked a photo of a pizza and said it is now available if anybody wants some, and someone replied that they only like hamburgers so they won't be eating my pizza, which would be much better if it were a hamburger instead and clearly the cooks must be stupid to make pizza. Well, yes, if you don't like pizza then don't eat it. This seems pretty obvious, good plan. Well done for figuring that out, but why even bother posting bitterly back about it? And why does everything have to be hamburgers, when there may well be people out there who do like pizza?
That's the beauty of completely optional and nonessential content, isn't it? If you don't like it, don't buy it. If I walk into a clothing store I certainly don't buy every item in it; I usually don't even like most of them. That doesn't mean I'm going to run up to the sales clerk and hold up a pair of jeans, bitterly shouting that I would have bought them if they'd also had 4 additional pockets but they don't so I'm not going to. Stores offer a wide selection of items that will appeal to a wide variety of people. Very few people will like everything, and it's probably better that way too or we'd all end up looking identical if we all had exactly the same tastes! I think pretty much everyone understands this when they walk into a clothing store, so it remains a bit of a mystery to me why some people seem to get so bitter when not every single item in a game's in-game store appeals to them personally.
Anyway, no real deep & meaningful conclusion here or anything, just an interesting thing I've noticed when I watch people talking about in-game shops in computer games. I am slowly developing a few theories as I watch. Anybody else care to speculate on why folks don't have the same expectations of the in-game stores as they do of real world ones?
Thursday, October 21, 2010
Gamer Entitlement Going Too Far
This happens in other areas of life too of course, but for some reason computer game players seem to get particularly passionately attached to their games of choice, and can sometimes react unexpectedly strongly to the most minor things. I've read feedback reports from my own game where people have said they're quitting the game over ridiculously tiny things - to give one example, because we changed the little picture that appeared on the coins in our game (graphics only even visible a tiny portion of the time). I've read submitted feedback that compared the developers on my game to pedophiles, Saddam Hussein-followers, and much worse language too. A week often doesn't go by without seeing someone in the feedback saying that at least some of us should be fired, are incompetent, could be replaced by a 3 year old, or clearly have no brains/sense/right to life. And you need only stop by the discussion forums of pretty much any MMO to see similar passion is alive and well in discussions of most games.
I don't agree this is right, and although I understand how someone who loves a game can be so passionate about it, I think it's a misguided sense of entitlement that leads people to cross the line between politely stating an opinion or objection, and personal insults or even threats. Happily, the majority of people who play the game I work on are generally polite and sane, despite a few apparent exceptions. However, I read an article on Kotaku today that made me really fume about the misplaced sense of entitlement that some groups of gamers can develop, and somehow manage to justify:
Minecraft Apparently Under Siege
The gist of the article is that a group of players are disappointed at how slowly developer Notch is putting out updates to the small independent game Minecraft, and have decided to try to "force" him to work faster by launching a DDOS attack on the Minecraft servers. Their thinking, apparently, is that if they prevent ANYBODY from playing Minecraft then Notch will lose money and have to do what they want.
From the article above, a post purportedly from the people responsible for the attack:
"It's purpose is to send Notch a clear message of how the future of minecraft will turn out unless he gets to work, namely by influencing the amount of sales taking place, due to the attacks.
Start providing your customers with the updates that you promise them.
We have roughly 83,000 bots available, and preserved for this seizure, we could if we wanted to keep this going for weeks, however we have decided to give it a week, and see whether or not your attitude, and commitment will change, we believe it will when money stops rolling in for the time being..."
I just haven't got the words for my disgust at this behaviour. As a human being and democratic citizen, I resent some other group of people impinging upon my freedom of choice by deciding for me what I can and can't play and what I do and do not want. As a gamer who happens to be enjoying Minecraft, I am perfectly happy with the level of updates in Minecraft and I don't appreciate someone else telling me I should not be, let alone attempting to prevent my playing it. And as a game developer, I am disgusted by the damage that this group is trying to do to a small, dedicated independent developer. From what I've read, Notch is a very smart and talented programmer who has managed to create a really captivating game pretty much all on his own, and is trying to continue its development independently. This is an accomplishment that many game designers can only dream of: the freedom to work for yourself, and do exactly what you want to create what you believe is the best game you can, without having to operate within the confines of a big corporate structure or team. Notch has that dream within reach, he may become that one in a million game designer who is really able to be independent -- and a small, selfish group of individuals are trying to bring him down, just because as an independent developer he's not able to work as fast as they want him to? Sickening.
The guys who are launching this attack have spent as much as anyone on Minecraft: 10 Euros (about US$13). That's the cost of going to see a movie in the theatre ... less than you'd pay for a nice meal at a restaurant. If they are that passionate about the game, then they've clearly already played it for many, many hours longer than a movie or a nice meal would have lasted. There is no possible way they can justify their feeling of "entitlement" to more than they've already had. They paid a very tiny price for days of enjoyment of an excellent game that they are well aware is still in alpha stage -- not even in beta. This isn't the way to express their disappointment that updates aren't forthcoming as fast as they would want. This is outright bullying, and it's inexcusable. It's also illegal, and I hope they get their pathetic selves thrown in jail for it.
Acts like these make me lose faith in computer gamers. :(
Edit to add: another great post on the topic, from @LivingWorlds. In which he uses rather stronger language and discussion than I was comfortable using, but quite agree with.
Thursday, July 15, 2010
Player-eating spiders, and why collecting real data is important.
One co-worker was quite certain that it was these hair-raising experiences and the abrupt deaths that actually made the games so memorable. Of all her early memories in these games, those moments now stood out the most strongly. And certainly all of us had similar strong memories we could refer to, and now thought fondly of, even though at the time they were most certainly frustrating or terrifying or both.
Coincidentally, I noticed that Laralyn posted a few similar thoughts on Twitter today:
- In FSW, when a soldier on a squad got shot, focus test players always reloaded. We added a new mission objective to take the wounded man to the CASEVAC, and it became a part of gameplay. It made the game feel more meaningful and dramatic, and less than 20% reloaded.
- I'm thinking through ways you could apply that to an RPG, so being defeated didn't mean automatic reload.
- Working through the same thing with lock-picking, Failure (jam, broken pick) = reload, but no failure = whittle until win, which is no fun.
- This discussion makes me think the perfect game is a series of close wins, where you never fail but you feel like you ALMOST failed.
Tuesday, April 27, 2010
It's a guide's life
I was a guide towards the end of my time playing the original EverQuest, and then when I changed over to EverQuest II, I was a guide there also. I am not a guide any longer of course, but I remember well some of the rewards as well as frustrations of being a volunteer in the program.
The most surreal moment in my guide experience was in EQLive, when I was still a wee apprentice guide brand new to the program and with no powers to do anything except chat with people and hand out cookies and milk. I logged in and zoned to the Plane of Knowledge, a central gathering hub for players at leisure. I approached a couple of players and greeted them, planning to offer cookies and milk; immediately one of them responded with an enthusiastic "hello! I want to be an otter!"
Puzzled, I asked him if he'd felt this way for long? He remained insistent that he wanted to be an otter. I tried to make conversation back, but he wasn't making a lot of sense and wouldn't talk about anything except otters. Eventually I gave him some cookies and milk and backed away slowly. It was only afterwards that I learned that not long before I'd logged in, one of the SOE GMs had been sitting in the Plane of Knowledge having a bit of fun by turning people into Othmirs (an otter-like race from the continent of Velious) - certainly nothing that an apprentice guide would ever have the power to do.
When I joined the EQII team, because I'd been in the guide program previously I seemed a natural to help out the guide team in EQII. It's a secondary responsibility, but as time permits I try to add in new quest tools and goodies for them here and there. I recently added a new quest that guides are able to give out as a little prelude quest to the upcoming addition of New Halas and today at lunch time I decided to log in and try offering it to a few players myself to ensure all is well.
What always amazes me, both as a developer and as a player of MMOs, is how many players just seem totally uninterested in custom content. When I play, if I notice an NPC out of place or a strange person standing around apparently offering a quest, I am always ready and eager to go and investigate. Heck, I strike up conversations with random people I bump into in game, even if they're clearly just other players. But many people don't seem to do this. I wonder what goes through their thoughts?
Today I logged into a random server which turned out to be Lucan de Lere (one of our roleplay-preferred servers) and wandered around various lower level zones looking for people. I found about half a dozen in The Caves, a small adventure zone off the city of Qeynos, so I put a quest feather over my head and stood around saying things aloud such as "Lately I've been having such strange dreams and visions! What can they mean?", "I dreamed Mithaniel Marr was walking the lands of Norrath once again," and "I keep having visions of Halas reborn! What can it mean? Can't anybody help me?"
The first two players who saw me came up, and I hailed them, and directly told them I had been having strange visions, and would they help me to learn more? Both of them stopped, hailed me back, and then said "sorry, I cannot" or "no, I'm not interested", and ran off again. At least one other just ignored me completely and ran right past. And keep in mind, I was a large barbarian woman with a big sparkling quest feather spell effect hovering over my head, it should have been pretty obvious I was something not usually found in The Caves. (I even did a zonewide /shout asking if anybody would help me.)I got one person in The Caves to accept the quest, and a nice couple in Gorowyn, and then I did a search online ("/who halas all") to see if anyone happened to be online with a name or guild related to Halas. And there was! There was one person online from a guild with Halas in the name so I thought of course, they should be very interested in topics relating to Halas. I went to the zone the player was in (Rivervale) and stood just down the path from her, where she was bound to pass by, again with a big sparkling quest feather over my head.
And she just ran straight past.
So I followed her, and wandered obviously around her (she was harvesting) saying things about what strange dreams I'd had of Halas, and asking had she been having visions too?
Nada. Not even a hail back, I might have been invisible. Eventually another person entered the zone from another guild, and had a little chat with me and accepted the quest, and I decided lunch time was over and camped out.
Checking the server logs now, it looks as if the nice couple from Gorowyn will be the first to complete the quest and get the server (possibly worldwide) discoveries on the quest rewards. And good for them, they were very sweet and helpful.
Of course, there's nothing wrong with not being interested in special quests and guide events; everybody plays games differently and is interested in different things. It's just baffling to me as it's so different from my own interests, and also because so many people complain so vocally on the forums that they never see guide quests in game, yet when you're a guide, so many people totally ignore you (or even say outright that they have no interest in helping you).
I'd love to know why the people who weren't interested were not interested. Did they (despite the big quest feather) think I was just another fellow player, and they weren't interested in helping out a fellow player at all? Did they simply not even see me, they were so focused on whatever their current goals were? Did they have their UI hidden to take screenshots, and didn't even see any of my dialog? Were they simply so concerned with powerlevelling up that quests of any type were of no interest to them? And, if they had decided to accept my quest, would they have been glad they did, or thought it was a pointless waste of time? (The XP is decent, the rewards are a book of lore and a house item, nothing particularly uber.)
As a designer, and particularly as a designer of quests that guides can give out, I always want to understand the answers to these questions so I can improve things. If these players simply aren't interested no matter what, then all is well and good; but if they don't understand what's going on or actually don't see me at all, perhaps there's something I can do that would add to help make it clear to players what's going on.
Sometimes I do wish I'd done a degree in psychology rather than molecular biology; it might be more directly applicable these days to trying to get inside the mind of MMO players! =)
Tuesday, March 16, 2010
GDC 2010: Achievements
- Tangible, expected, contingent rewards reduce free-choice intrinsic motivation
- Verbal, unexpected, informational feedback increases free-choice and self-reported intrinsic motivation
- Giving someone a tangible reward they know about in advance which is based on their performance (e.g. read this book and I will give you $5) reduces people's motivation to do the task subsequently without a reward. (e.g. they are less likely to decide they want read books on their own, for no reward, after you start paying them to).
- Giving someone verbal feedback they aren't expecting makes them more likely to report they are likely to do the task again without a reward. (e.g. unexpectedly telling someone "hey, you read a book! that's great!" may make them feel more positive about reading more books in the future).
- take a group of children drawing things. Give half of them candy as a reward for drawing things, and don't give the other half anything. Next time, the children who got the candy will not be as interested in drawing things.
- offer a child money to clean his room. The room will never again be cleaned unless money is offered again.
- give people money to wear seat belts, they will wear seat belts less often.
- give kids a reward for reading, they will read less.
- You make an intrinsically interesting game. Congratulations!
- You decide to add extrinsic motivation (ie, achievements) to make your game even better.
- Unintentionally, you destroy players' intrinsic motivation to play your game.
- Because achievements are easily measurable, the metrics that you are using to measure player actions actually push you towards designs where extrinsic motivations work better and better - which becomes a less and less intrinsically enjoyable game experience.
- As a bonus, women appear to lose intrinsic motivation to enjoy tasks even faster than men do, when extrinsic motivation is added. So you also end up distancing your female players even more.
- Don't make a big fuss about them
- Use unexpected rewards
- Use absolute, not relative measures (e.g. "you killed 10 rats", not "you are the 9th highest rat-killer in the world")
- Use endogenous rewards, not external ones
- Make them informational, not controlling
Monday, February 22, 2010
Food for thought
Be Lucky - It's An Easy Skill To Learn: research by Richard Wiseman at the University of Hertfordshire, England suggests that being lucky is something that can be learned, and more to do with a person's attitude and state of mind than any external influence.
I agree with this very much. I consider that I've been very lucky in life on the whole, but I definitely don't think I played a passive role along the way. Every now and then an acquaintance of mine will comment enviously of my luck at getting my job, or complain how their luck has prevented them from doing the same. And yes, I was lucky; but it was luck + effort, and not a small amount of the latter either. I don't believe there is any type of luck that can't be improved by the right attitude and some effort. And anyone who thinks they can just sit on their butt doing nothing while waiting for their good luck to arrive gets no sympathy at all from me. And should probably read this blog post.
Easy = True: we tend to believe and to like things that are easier to pronounce and understand. Which may go some way to explaining why the most inane sound bites can nonetheless be remarkably persuasive. Apart from the many fascinating moral, political, and behavioral issues that the article raises, it makes me think once again how important UI design is in a video game. According to this research, bad UI design isn't just an inconvenience, it actually makes the game harder, and makes the customers like it less. Is that important enough to pay attention to yet? And what other tricks could game designers learn from this kind of research to help players find things easier, think about things more clearly, and be generally happier?
Tuesday, January 12, 2010
Easily Distracted
Perhaps it's wrong to think of making separate games at all; perhaps it would be better to think of ways to integrate the different play styles better into one game world. Perhaps they're just two sides of the same coin and could support each other solidly. I sometimes feel EQII is almost there in the way it allows crafters to level up separately from adventurers, but there isn't really a true interdependency either. In EQII it's more like two independent systems running side by side in the same world, and while that's good in many ways, I still feel there could be a better integration somehow. Though at least it's better than most MMOs; too many try to force the different play styles together in ways that don't really make a lot of sense. For example, in WoW you can't tradeskill without going out killing things for components, and exploration is pretty much impossible at low adventure levels as aggro range increases the larger the level difference. In Aion your crafting skill is capped by your adventure level. So if crafting or exploring interests you but killing things does not, well, these games are obviously not going to be ideal. In a real world context it makes no sense - how good I am at cooking or sewing has absolutely nothing to do with my skill in karate or hunting, that's nonsensical. Yet so many games try to force the two to relate in some way, and of course it feels awkward and forced.
I hope that as MMOs continue to mature and develop, we'll start to see more developers moving away from this forced dependency and lazy assumption that leveling is all that's needed to make gameplay fun. EQII was a great step in the right direction (as was Star Wars Galaxies) but it's been 5 years since either of those and I'm just not seeing anybody else moving in that direction yet. Is it a nasty catch-22 in that the current generation of game developers entered game development through their enjoyment of leveling-oriented MMOs, and therefore assume that everybody else must love them too? Or is it just that the 500b gorilla of MMOs, WoW, is not particularly innovative in any area, and therefore new game developers (and their investors) are nervous about trying anything different? I don't know, but I'm going to keep hoping (and poking and suggesting, where I get the chance) that future MMOs will try to broaden the types of game play options available.
(In an unrelated note, having stated my pessimistic predictions for STO in the last post, I felt obliged to sign up for the open beta now it's open, and so I'm currently downloading the patcher in the background. We shall see ... though, judging by the snail's pace this download is crawling at, it won't be tonight.)
(Update: this comment by Zubon re: STO open beta made me nod agreement.)
Tuesday, December 01, 2009
A_random_sexy_elf_girl_001 hits YOU for 5000 platinum!
Sunday, November 01, 2009
The Good, The Bad, and the Moral
Looking back at the original EverQuest, which set a lot of the base assumptions that subsequent MMOs have adopted, the races were extremely closely tied to moral choices. If you were a particular race you could not be certain classes and you could not worship certain gods. For example, if you were a dark elf, you could never become a paladin and you could never worship Tunare, the goddess of nature/growth. Your moral "worth" was unalterably tied to your race, an assumption that is actually extremely offensive and bigoted if you were to think about it in real world terms, and (as Evizaer points out) it seems remarkable that we accept this so easily in games.
In EverQuest II, although we didn't want to change the flavour of the world with its races and gods, we moved away from many of the original restrictions, and allowed all races to become any class and worship any god, although some races still start off naturally biased to evil or good. In EverQuest II a dark elf who wishes to reject his evil upbringing must betray his or her starting city and move to a good aligned city, at which point he or she forsakes the option of becoming an "evil" class profession (like necromancer) but can now choose from the "good" class options such as paladins.
This would seem to be a much better way to separate moral choices from racial origins and you'd think it would be very popular. And it was indeed welcomed by many. Nonetheless, "all races, all classes" (sometimes referred to as ARAC) was actually quite a controversial decision back in the day and there are still many players whose gaming origins are far back in the first EverQuest who deeply dislike this aspect of EverQuest II.
Although I agree that the base assumption that moral worth is inseparably tied to race is repulsive in the real world, I don't necessarily think that these players who prefer their games this way are racist or generally horrible people. Rather, I think that many people see games as more symbolic than actual representations of the real world. Like a simple child's fairy tale, games can tell us stories about the world by representing concepts very simply. The real world is very complex and confusing. In fairy tales, and in games, we can retreat from reality for a time and relax in a world where things can be black and white, good and evil, us and them. It's hard to fight evil in the real world with its shades of grey; in a game, you can ride forth in your shining armour and smite evil without any doubts about the moral ambivalence of your actions.
Some players definitely do embrace a more realistic portrayal of good and evil, but there are clearly many who do still prefer a more black and white game world. I really like the list of alternate choice suggestions in Evizaer's post, and I think that some of those could make very interesting games. Nonetheless I suspect that despite the unarguable logic of that post, we are never going to see the end of games with a good/evil divide. It's one of the most fundamental concepts in the human mind and one around which is based a vast amount of our literature, culture, and particularly religion. Certainly games could do a better job of making the division more subtle and less of a Jesus/Hitler divide. But I suspect the basic concept of the world being good/evil is always going to be appealing to people, and therefore games that allow us to explore that dichotomy are going to continue to be widely appealing, regardless of how tired the game designers may get of the concept.
Sunday, October 04, 2009
A week of customer service
A friend in the UK recommended Montezumas and they looked good, but when I tried to actually place the order, web site fail! It was impossible to enter a billing address that was not based in the UK, even though the delivery address was in the UK, which should be all they need to be concerned about. The billing address only offered a drop-down box for the country, and the options only included countries within the UK, which would mean that my credit card could not be properly billed as the addresses would not match. Too bad, Montezumas, you could have had all my business that Thornton's just lost, but your web site failed.
Wednesday, July 22, 2009
But it's just not FAIR ...
I'm only about half way through the book, but I came across the description of some interesting sociological experiments in chapter 6 (section II). Here's the part that particularly intrigued me:
The explanation for people's behaviour might have something to do with an experiment called the "ultimatum game," which is perhaps the most-well-known experiment in behavioural economics. The rules of the game are simple. The experimenter pairs two people. (They can communicate with each other, but otherwise they're anonymous to each other.) they're given $10 to divide between them, according to this rule: One person (the proposer) decides, on his own, what the split should be (50/50, 70/30, or whatever). He then makes a take-it-or-leave-it offer to the other person (the responder). The responder can either accept the offer, in which case both players pocket their respective shares of the cash, or reject it, in which case both players walk away empty-handed.
If both players are rational [in an economic sense], the proposer will keep $9 for himself and offer the responder $1, and the responder should accept it, since if he accepts he gets some money and if he rejects, he gets none. A rational proposer will realize this and therefore make a lowball offer.
In practice, though, this rarely happens. Instead, lowball offers -- anything below $2 -- are routinely rejected. Think for a moment about what this means. People would rather have nothing than let their "partners" walk away with too much of the loot. They will give up free money to punish what they perceive as greedy or selfish behaviour. And the interesting thing is that the proposers anticipate this -- presumably because they know they would act the same way if they were in the responder's shoes. As a result, the proposers don't make many low offers in the first place. The most common offer in the ultimatum game, in fact, is $5.
Now, this is a long way from the "rational man" picture of human behaviour. The players in the ultimatum game are not choosing what's materially best for them, and their choices are clearly completely dependent on what the other person does. People play the ultimatum game this way all across the developed world: cross-national studies of players in Japan, Russia, the United States, and France all document the same phenomenon. And increasingly the size of the stakes doesn't seem to matter much either. Obviously, if the proposer were given the chance to divide $1 million, the responder wouldn't turn down $100,000 just to prove a point. But the game has been played in countries, like Indonesia, where the possible payoff was equal to three days' work, and responders still rejected lowball offers.
It isn't just humans who act this way either.... primatologists Sara F. Bronsan and Frans B.M. de Waal showed that female capuchin monkeys are also offended by unfair treatment...
Capuchins and humans alike, then, seem to care whether rewards are, in some sense, "fair." That may seem like an obvious thing to worry about, but it's not... The responders in the ultimatum game are being offered money for what amounts to a few minutes of "work," which mostly consists of answering "yes" or "no." Turning down free money is not something that, in most circumstances, makes sense. But people are willing to do it in order to make sure that the distribution of resources is fair.
Does this mean people think that, in an ideal world, everyone would have the same amount of money? No. It means people think that, in an ideal world, everyone would end up with the amount of money they deserved. In the original version of the ultimatum game, only luck determines who gets to be the proposer and who gets to be the responder. So the split, people feel, should be fairly equal. But people's behaviour in the game changes quite dramatically when the rules are changed. In the most interesting version of the ultimatum game, for instance, in stead of assigning the proposer role randomly, the researchers made it seem as if the proposers had earned their positions by doing better on a test. In those experiments, proposers offered significantly less money, yet not a single offer was rejected. People apparently thought that a proposer who merited his position deserved to keep more of the wealth.
Put simply, people (and capuchins) want there to be a reasonable relationship between accomplishment and reward.
Anyone who has worked in game design is probably already familiar with this phenomenon as applies to players in competitive computer games such as MMOs. A frequent lament on MMO discussion forums is how the designers, or the game mechanics in general, are favoring one group over another. Group A complains when Group B gets too much attention, loot, or whatever. As a game designer and also as a player, I have frequently read such discussions with more than a bit of impatience and wondered why Group A is getting so upset about Group B getting something, when it really doesn't affect them personally at all. To pick just one example, if Fred got his Uber Sword of Wumpus-Slaying on day 1, and then we change the quest so that it's easier for George to get the same sword when he does the quest on day 365, why is Fred so upset? Fred still had the sword for a whole year before George got his, and had all the utility, fun, and boasting rights that came with that, and the fact that George now has his own Uber Sword of Wumpus-Slaying doesn't change Fred's game-play experience in the slightest. Yet this is one of the most common complaints on any MMO forum and comes up again and again.
I can't say that reading this study has provided me with any answers to the problem. But it does help me to see that this kind of behaviour is part of a bigger picture of human behaviour, not an exclusive characteristic of MMO players. And it definitely highlights that when developing an MMO, we need to keep in mind that player perception of fairness is perhaps even more important than it is to truly distribute those rewards fairly. "Fair" distribution of rewards according to some cryptic scheme that only the designers can see will not be perceived as fair, and will not be well received. Clear ways of measuring player accomplishments, and equitable rewards balanced in line with those, will go a very long way toward reducing general unhappiness and complaints of unfairness.
This may seem like an obvious statement, but in a complex game like an MMO where there may be many different types of accomplishment, it's far from simple even to equitably measure the different accomplishments, let alone to determine the "conversion rate" between one type and another. Is a "killing the dragon" accomplishment worth more than an "interior decoration" accomplishment if they both took the same player the same amount of time? Is a "raiding" accomplishment deserving of better rewards than a "solo questing" accomplishment? Simple measurement of play time invested is not sufficient to compare the two; and when games are looking more and more to entice casual players who want to be able to have fun and make progress in limited play time chunks, time is not a good measure of accomplishment. It seems almost like a standard that designers of new MMOs should sit down and define before they produce any gameplay content: which type of accomplishment is worth most, what defines worth, what defines the value of the reward that is earned.
Most MMOs I have played seem to have a very rough set of standards along these lines, though rarely comprehensive and often inconsistent. Where they are even more lacking is in making these standards accessible in some form to the players. Result: endless player debates over the comparative merit of one accomplishment over another, and thus, an equally endless debate over whether the MMO's rewards are "fair". Perhaps it's an overly simplistic wish on my part, but I'd love to find a game that defines these accomplishment measurement standards clearly and consistently, and without being so narrow in definition that large elements of the player gameplay experience are missed out entirely. One day! =)
Wednesday, June 10, 2009
Creating happiness in MMOs
Etcoff discussed her studies on the psychological basis of happiness, and pointed out a number of interesting points. Most interesting to me was the evidence that evolution has led us to bias the negative far more heavily than the positive: in other words, the impact of a bad thing happening to us is far greater than the impact of a good thing. Etcoff used the examples of how we are many orders of magnitude better at detecting the taste of something bitter than we are at detecting the taste of something sweet; and the "five to one" ratio identified by marriage counsellor John Gottman as the ratio of positive to negative interactions that indicates a healthy relationship that is likely to last. "People are more averse to losing than they are happy to gain," she says.
How does this reflect in game design? Specifically in MMO game design, since that's what I do? It seems to me that MMOs have already learned to cater to this behaviour to some extent. Players are given a constant flow of positive feedback in most modern MMOs, and the negative impact of death is increasingly minimized. A player levelling up in a modern MMO may do so by completing a series of small, simple quests, each of which provides positive feedback and probably a reward upon completion. Alternately, they may level up by killing a series of monsters, each of which drops a treasure chest or awards some kind of tangible reward in addition to experience, again reinforcing the "you win!" message. But is this conscious design, or just that the games have adapted to what seems to make the players happiest? I think for the most part it's been the latter - mainly trial and error, through observing how the players react to different things and changing the game (or planning the next game) accordingly.
(In a PvE -- player vs environment -- game, it's far more possible to control the variable to provide a player with positive reinforcements far outweighing the negative ones. In a PvP -- player vs player -- game, however, this is far less possible. In PvP environments, if one player wins it means another loses, so it's much harder to ensure all players have more positive experiences than negative ones. It would probably be a revealing study to compare player happiness levels within a game that has both PvP and PvE environments, and see to what degree those levels are influenced by game design decisions.)
Another interesting TED talk on the topic of happiness is Dan Gilbert's question, Are We Happy?
Gilbert's talk is well worth watching in full, but in it he discusses a series of experiments in which college students were divided into two groups. One group was offered a choice of two photos and told that they could change their mind and come back to swap their choice for the other one at any time if they wished; the second group was also told to choose but that their choice was final and irrevocable. After a week, the first group was distinctly UNhappy with the photo they chose compared to how they rated it on the day of choice, while the second group was significantly MORE happy with the photo they chose. However, when a third group was asked if they would rather have the flexible choice or would rather have an irrevocable decision to make, the majority said they wanted the flexibility -- even though this would clearly result in them being far less happy with the photo they finally ended up with.
Gilbert's data demonstrates that while people think they want flexibility and choice, in actual fact, they are measurably happier with what they're given when they have no choice at all. This too raises some questions about game design. While players are constantly clamoring for more choices and more options, are we in fact actually making them happier? Or do they just think they will be happier with more choices, as the third group of college students were? Would players be happier with quest rewards that offer no choice, rather than allowing them to select which reward they want? Would they be happier with a smaller variety of classes, class abilities, or races? I don't believe that less is better in all situations, but I do think in some cases it might be best not to offer options. In many class-based MMOs, for example, players often request that they should be allowed to change classes without having to reroll or create an alt. Based on Gilbert's talk, I wonder whether this would really make them happy. Would they then pick one class, and constantly agonize over whether they picked the right one and whether they should change again? Being forced to stick with the one class might actually increase their happiness with the class that they have chosen; it could prove to be a poor design decision to acquiesce to these requests and allow free class changes.
Fascinating thoughts, the way these behaviours are already being taken advantage of in MMOs, and the way they could potentially be in the future. However, that's enough rambling for a first blog post, so I will just heartily suggest following both the links above and drawing your own conclusions.

