Games are good for us?
In the course of surfing around a bit this morning, I came across a couple of interesting articles. One, a semi-transcript of a presentation given by Raph Koster a couple months ago, is about the theory of fun - basically what makes something fun. Incidentally, Raph’s written a book about this same topic. The other, a recent Gamasutra feature, is about the psychology of gaming. Similar topics, and again evidence that more people take gaming more seriously that I would’ve expected.
In a way, reading these things makes me feel better about the fact that I enjoy roleplaying and gaming so much. I’m not weird; I simply choose to take a more active role in my escapism than the many people who sit their free time away in front of the TV. I found another term today that I suspect fits me pretty well: neophile, or one who loves new things, or novelty. I first saw the term in an article responding to Raph Koster’s book about fun. Said article is what actually spawned my finding the two mentioned at the top and is pretty interesting in its own right. Anyway, I guess what I found interesting about the whole thing is that I’ve worried that I am somehow a lesser gamer than others (why this matters, I couldn’t tell you. .just that it does) because I don’t have that Achiever quality of powering up a character to the top. I’m the one who never gets a character to the max level without help, usually because I get bored and find something else to do. Now, see, I have a categorization for this quality in myself: I’m just a neophile, like many others. I’m far more interested in a new story, approach to a game, or learning experience than I am to doing the same treadmill over and over until I reach some pre-ordained stopping point.
There needs to be a new aspect to modern games, at least in the MMO field. We don’t need the same treadmill presented in a slightly snazzier sheep suit - there are dozens of games out there trying to walk in Everquest’s shoes. At some point, the game designer/publisher is going to have to take a risk, make an innovation, and hope it works. Was WoW ever really a risk? God, no. Blizzard has a huge following thanks to Diablo, Warcraft, and Starcraft. The gameplay they ultimately went with is almost exactly the same as Everquest, with a few refinements and a different set of mistakes. Everquest II, obviously there’s no risk there; it’s the same game with a shinier set of graphics. City of Heroes had an innovative character design system and a niche setting that works, but unfortunately, they too followed the treadmill design. We’re still playing the same game that Richard Bartle came up with how many years ago? Except that in some ways, modern games are more limited, thanks to graphics and the very massiveness for which they’re touted.
Anyway, I’m not a designer, I just know that I’m terribly tired of the grind. My newfound interest in WoW has surfaced because I’m lame enough to let my Achiever husband get some of the grinding out of the way for me, so I don’t have to. He gets to see how quickly we can get a character to 60, I get a character that I can play with my friends without having to play the game and grind so much that I don’t even want to play anymore - I guess it works out. WoW is like a new game to me now, because I don’t have to worry that taking a break to play another game or read a book for an afternoon is going to mean that I’m falling even further behind the level curve of the guild. It still feels lame though.
Wow, have I ever babbled on. I’m not sure I ever really had a point in all of this, though I recommend reading the linked articles. I found them interesting, even if whatever thoughts they inspired seem to have floated out of my mental grasp for now.
M.E. Patterson
April 29th, 2005
3 years, 3 months ago
I agree with you 100%, Jen. I’m the same way. I tend to be more excited about trying out a new game than I am after a couple hours of play. WoW is already starting to peter out for me, too, though I’d suspect novel-writing duties have impacted my interest as well. Anyway, you’re not alone. Not everyone out there wants to grind the treadmill.
M.E. Patterson
April 29th, 2005
3 years, 3 months ago
Incidentally, Raph Koster is a really cool guy. Totally sucks that he left Austin and moved to California.
cruinh
April 29th, 2005
3 years, 3 months ago
I think this may have something to do with the problems I was just writing about today, although I didn’t really realize it at the time. I’ve been fanatically searching for some great new game experience lately to such a degree that I’ve ended up getting a ton of great games but now I have no time to play them all.
I think I did this partial as a reaction to the slow, but eventually near total burn-out I’ve recently experienced playing WoW. I think to some extent I’m the sort of player that generally enjoys the grind of leveling up as far as I can. But if I get to a point where I’m not able to explore and see new things while I’m doing it, then it’s not fun anymore.
I really like the ideas Raph talks about in his presentation, and I’d really like to see someone take his suggestions and just make a beeline for the nearest game design whiteboard… Maybe a game about setting up a tsunami warning system for example. That could actually be pretty fun I think if it’s stuctured similarly to Sim City or Stronghold. That was my first thought… Or maybe that’d be a neat sort of addition to Sim City. Maybe not enough there for a whole, retail-sized game
But I guess games don’t necessarily have to be built in that scale do they.
Ok, I’ve babbled and rambled enough. I need to get some real work done.