Showing posts with label game theory. Show all posts
Showing posts with label game theory. Show all posts

Thursday, February 11, 2010

Don't Nuke the Ant

There has always been a lot of controversy around the 'addictive nature' of computer games in general. The topic recently flared again in the country I live in and once again about half the population screams for more warning labels on games, clinics to treat the afflicted, extra warnings in games and more of the same.

Games are addictive. There is no question of that simply because the definition of addiction includes statements like 'The condition of being habitually or compulsively occupied with or or involved in something.'

So in that line I can honestly say I am addicted to games as others may be addicted to exercise, french quisine, writing in their diary, singing in the shower, playing an instrument...

Frankly I'd be quite happy to be a bit of a compulsive when it comes to exercise but alas. Still... all this just goes to show that it's not so much the 'addiction' itself that represents the problem but how it's affect your life and the lives of the people around you.

After all, just because you get a new game once in a while and then play it for as much as you can for a week or two or maybe even longer isn't representative of someone whose dangerously addicted and in need of treatment. It becomes a problem when this game takes over your life and your work/school performance starts to go down the drain and your loved ones only know you as that zombie that sits in front of the computer all day.
A recovery from that kind of situation is hard no matter the chosen addiction and definitely requires some serious kind of pro-active measure. But while everyone seems to be setting the stage every few years for a massive 'game addiction' intervention I sit here and wonder if we're not just trying to drop a nuke on an anthill.

I am sure there are those dangerously addicted to games, and they should receive adequate help but wouldn't it be simply enough to put the information out there? Burn a few million tax money on an add campain that runs for a little while that tells you the symptoms and a place to fix it and I think most people would get the gist. If not the overzealous gamers themselves then surely a friend or family member will be able to connect the add to the situation and make 'the call'.

On a side note: when your child has been playing the computer for so long you actually have to check if he/she's still sitting there it might be time to take the keyboard away for a few hours; There's no crime in that.

Instead we end up with rules and regulations that add nothing to the problem but making it cost money (regulations need to be enforced) and do very little.
Worse, If I start seeing games with warning labels that would represent glaring advertisement to me. The game is so good it has a warning sticker on it? Sweet...

But what really needs to be done? Do we not have to first determine the size of the actual problem? How many people are there really dangerously addicted to say: WoW?

You can't just see how long someone is on a day and then call it a problematic addiction after x hours simply because it doesn't take into account people that share accounts or just have a game binge and then stop playing alltogether.

In fact if you would've measured my average ultima online time for an average day about 5 or so years ago you would've come out with a staggering 18/hours a day for months due to various macro programs (*disclaimer: only did that on free servers).

The simple fact is the figures I've heard over the years from the dozens of studies don't match up even in the slightest and that's simply because there is no reliable way to measure those that are indeed dangerously addicted.

They don't turn themselves in, they're too busy playing a game and the rest of us either do not recognize the problem as a problem or wouldn't know what to do about it if we did.

So how about some decent information before we decide to nuke the ant. In fact, please don't nuke the ant at all because us ants aren't cockroaches.

Monday, May 25, 2009

WoW light - now with less flavor

As it turns out levelling a fire specced mage gives me a lot of time to think on stuff and whilst scorching boars in deathknight peninsula I contemplated the progression of wow over the period that I have been around.

Mind you, I've only been playing this game for euh... about a year and a half or so which to the seasoned wow veteran probably means I am still a noob crawling around in his diapers. But even given my relative short stay with wow I can see a clear move towards simplifying things.

On the one hand there are simplifications that make life a lot more pleasant: Longer self-buff durations, dual talent specialization, gear managers, a myriad of ui improvements right down to simple things like being able to stay mounted in the water (not that I don't want to bash my head against the table whenever I see a swimming cat mount) or color-blind modes for the color-blind.

But in all this simplification I wonder if we're not starting to lose some flavor as well.

Take for example the 'flavor text' that has been disabled for the most part on existing NPC's. You were at some point in the past able to see a simple flavor text that an NPC would use to introduce him/herself with or to give some kind of story vibe to the area you're in. Now, all flavor texts are skipped automatically and apparantly (or I simply can't find it) come hell or high water you won't be able to make the flavor text appear again.
This rarely leads to problems but it sometimes seems like we're missing out on something, something not crucial but still conducive to understanding why the hell we're out here collecting x or killing y.

Another one of those examples is the absolutely gorgeous druid epic flying quest line. You can still pick it up, and most of us that remember it will do so for our druid alts but at this very moment there's generations of druids growing up that will never experience this quest simply because they can buy the epic flight form from the vendor.

There's dozens if not hundreds of other examples that indicate the loss of 'flavor' in this regard and I am starting to wonder if the new wow, the more user-friendly variant, didn't at some point trade in depth and immersion for convenience.

How far are we really from getting a quest helper built into wow that will simply show us what we have to do and dispense with all the storyline around it?

Where do we draw the line between something that is convenient, user-friendly and immersive and something that is... well progress quest?

Wednesday, December 3, 2008

Bigger numbers, bigger problems

Everything gets bigger.

This is an axiom that has held true for most games in the game industry but especially MMORPGs. Patches and expansions are rolled out in order to give the player more to do and to keep the money rolling in for those that design/create the game.

Everything getting bigger has held true even in the days of the old dungeon and dragons. I remember the days where we would flail around in small groups, slaying the occasional orc or desperately running away from the dragon's cave. I remember those days where level 15 was the ultimate goal and represented a significant portion of power for anyone involved in AD&D.

But it got bigger. In the form of extra rulebooks and other expansions and in the end the old power cap of level 15 was extended for everyone.

And with this growth of the power cap things became skewed. Combat tables and rulesets that were initially designed for level 15 and under simply didn't work anymore for players that literally outgrew the content and were well on their way to level 30.
The world initially designed for a modest power cap of level 15 was only able to cope with these new godlike players by throwing new godlike challenges in their face via supplemental rulebooks and yet more expansions.

How do you provide content for godlike players?
How do you provide content for those that have accumulated wealth far beyond what the game was initially designed for?

This is a conundrum that MMORPG designers have been fighting with for ages and thusfar the only answer they could come up with are simple reactive measures to structural problems of the game design.

If people are super rich... then we make stuff super expensive (remember the cost of black dye tubs in ultima online? or say... a wow mammoth mount)
If people are super proficient... then we raise the difficulty of their proficiencies (say hello to another tier of crafting, fishing, cooking etc.)
If people are super powerful... then we simply add creatures that are more powerful than them (I heard the lich king has between 2 and 3 million hit points, assuming we get to fight him)
If people have super gear... then we add gear that is more super (ok fine... better... ).

And once again things get bigger.

Both the designer and the player find themselves stuck in a cycle. The designer raises the power cap and this immediately raises the bar for the player who will always strive to get more wealth, more power and as a result will go out and slay the more powerful creatures that have just been added to the game via the patch.

That illidan chap? He's a pushover now... curator, prince, magtherion you name them... mere jokes that have been relegated to the realm of those that like to solo dungeons with the new gear that has been added in the latest patch.

And as things get bigger, bigger numbers start to cause significant problems. A game that was initially balanced for 60 levels will find it more and more difficult to cope with 10,20,30,40 additional levels and more stats to go along with it. A 10% bonus to stamina may have been insignificant at level 30 but is a huge boost at level 100 where the stats are much greater and percentile scaling goes through the roof.
The problem becomes exponential even with a linear increase in stats across the board and designers/developers will have to jump through flaming hoops to retain even the smallest sliver of balance.

What it comes down to is this: No game system can adequately handle players that are too far outside of it's initial design.

And that's not so far fetched... look at real life. If you apply yourself, work hard or just have natural talent that you can cultivate you may become an Einstein, a Sun tzu, a vincent van gogh but your potential is capped. You will never be a god (i.e. all-powerful) whereas most game systems will lead you from the ordinary to the heroic to true godhood in the end.

If you allow people to grow beyond the hard cap of the initial design you effectively turn a player into an unknown variable. You have no control over this player other than to satisfy his/her need for 'more' and the only way to keep the player happy at that point is to add new, more powerful, bosses and give the player the equivalent of a nuclear bomb to fight them with.

Without a hard cap on player potential you invalidate your carefully crafted gaming environment. People will stumble over themselves trying to get to the end-game ignoring whatever was between just to get to those new, hastily thrown together, bosses and instances that carry the most powerful equipment and yield the highest level of rewards.

As things get bigger, your game system starts to show cracks, glitches and weird effects like sudden problems with burst damage, 100% critical hit chances, massive resistance issues and problems that previously never seemed to be an issue.

Your players are leaving the ruleset, the boundaries of initial design... they have become too powerful, the numbers too large to control. I've seen it happen a dozen times ... games that ended up so skewed that players could do so much damage that an attack was either fully resisted and no damage taken whatsoever or the player was instantly pulverized when hit.
Now that's Epic...

I am watching the numbers increase and I can see the potential problems.

I'll give you one of many examples. Try not to nitpick it too much, it's an example after all: Resistances. With the new wotlk gear its easy for a paladin with a frost resistances aura and about 3-4 pieces of gear to become fully capped in frost resistance. With a little bit of creative gearing and some aura switching the same paladin can probably achieve full frost and full fire resistance at the same time.
Once you reach this point you'll probably have a lot of unhappy mages walking the world (I for one never heard a mage curse more than when most of their spells get resisted).

Certainly this comes at the cost of other stats, but it illustrates that bigger numbers will invariably lead to bigger problems.

Tuesday, December 2, 2008

The spreadsheet behaviour

Every now and again I tend to go off into a little game design tangent. This is partially related to the fact that I have been playing games since the advent of pong (wait, scratch that... it makes me look old... pacman... no... tank wars... no ah to hell with it... I'm old). The rest is occupational hazard (software development) and a inexplicable fascination with game theory.

So today we're going to go off in one of my tangents together and take a look at how the evolution of games in general led to what I like to call spreadsheet behaviour.

Looking back over the decades of games we can fairly clearly see that most games are little more than a simulation that is heavily reliant upon numbers / math. Not surprising of course considering the involvement of computers but we can also note a significant trend towards 'showing the numbers'. This means that in most modern MMORPGs you can clearly see how many hit points you have, how much mana/energy/rage, how much strength, int, stamina etc. etc. and you can literally compile a large spreadsheet of data about your character.

This more often than not leads to so called min-maxing, numbercrunching and theorycrafting where all of a sudden the power of your character isn't determined by using terrain effectively or knowing when to strike and when not to but increasingly becomes a game of allocating stats / talents in the correct way.

Sun tzu's art of war is conveniently discarded in favor of putting the right stats in the right place and the whole process of watching the numbers increase evolves into somewhat of an obsession for players.

This obsession results in a number of unwanted behaviours. Why do people steal kills? Why do people use 3rd party tools to gain advantages? Why do people exploit bugs? Sure, there are those that enjoy making other people's lives miserable but in general this behaviour is motivated by the spreadsheet and for the spreadsheet.

It is no longer the world or the lore that dictates the progression of characters but more and more it becomes a matter of watching the right numbers increase on your spreadsheet.

Unfortunately most game designers tend to play into this behaviour. Games quickly evolve in giving players more numbers and more things to 'spreadsheet' in order to keep the game interesting longer. Expansions are brought in in order to provide more ladders for players to climb, to provide more and better equipment forcing people to re-evaluate their current spreadsheet in favor of a new one.

And this is very much understandable from a game design perspective considering the alternative.

After all, what would happen if the numbers were not visible? What would the result be if repeatedly killing the same mob(s) [grinding] didn't give you any visual representation of improvement and you simply wouldn't know if the grind was doing you any good or not past the 10th orc you just whacked?

It would take away most of the spread-sheet behaviour but in return would put much greater demands on game designers that all of a sudden have to find ways to keep their world interesting without giving tangible feedback like: you've gained 1200xp

The question begs to be asked however: Is the game designer shooting himself in the foot with this spreadsheet orientation? If the only thing that matters in a game is getting the numbers right then what happens to that content that doesn't give the right numbers?

Are game designers trading the dream of an immersive world for more ladders and more spreadsheet math because they're too lazy to build actually engaging content?