Category Archives: Game design

Don’t take it personally Shepard

...it would definitely be Leon though.

I recently played through the rather excellent don’t take it personally babe, it just ain’t your story (available here) which despite generally being about as far from what I’m making as an indie game can get provided a perfect example of a type of game design that I’ve been thinking about for a while. Namely dialogue choices where you have to actually pay attention and turn on your brain if you want to get what the game is giving you. In DITPB each of the offered choices are subtle and nuanced (Do I interrupt this arguing couple? Should I throw an escape line to a third wheel?) and most depend heavily on the story roles and context, particularly your knowledge of the personalities of each of the characters. At one point in the story you have to tell a student off and because of the student’s manipulative personality and the teachers position of authority I felt that it was vital I came down as hard as I possibly could, leaving no wiggle room. The choices had real weight and meaning to me because to make them well required you to make use of your mental image of the character’s world.

The trend in commercial story driven games has been to take dialogue choices in the opposite direction. Choices are big and obvious, they are usually over black and white topics that award morality points and most egregiously recently they are being handily sign posted so you don’t even have to think or engage with the dialogue at all. I’m thinking most obviously of Mass Effect, which currently strides across the story driven game genre like a colossus of critical acclaim. Which in some ways is very deserved; the universe building is excellent, the characters are mostly engaging and the presentation is top-notch. What the Mass Effect dialogue isn’t though, is much of a game.  There is still gaming to be had in Mass Effect as a whole; some exploring and decent shooting parts but the dialogue game has withered to allow a TV and film influenced alternative to bloom in its place.

I’m not sure it’s possible for the mainstream to go back; production values get in the way, and I expect, as with the continuing success of the Hollywood blockbuster, there is a huge segment of the audience that actually prefers the choices being simpler and not requiring you to pay any attention. What it does mean is that there is a yawning market gap that games like DTIPB and developers like Christine Love can rush in to fill.


Game Design & Ethics

I think I’ve now digested and discussed enough of the happenings at this year’s GDC to round off my feelings on this topic for a while at least. Some of what is discussed here is in the context of my previous two posts on the topic and a few controversial talks by Jesse Schell, Chris Hecker and Ben Cousins from EA.

How ethics interacts with game design is an area that arouses much passionate feeling, not least because if you tell someone that they might possibly have acted less ethically that they potentially could have, even unknowingly, there is a good chance they will take personal offence. There are also those who believe that ethics is all relative and those who believe that ‘art’ is inherently outside of ethics. The games industry also has a long history of having to defend itself against moral crusaders who believe that games are ‘for kids’ and thus should not be allowed the full range of expression that other media are allowed. Touch on ethics near games enthusiasts and you will inevitably cause someone to instantly reach for their defensive shield. Indeed most early discussions of game design ethics that I can recall would only focus on the visual content and themes, and not on the mechanics of games. I’m thinking particularly of this piece from Dean Takahashi as a prime example. It’s only been more recently that people have begun to consider that the structure of the systems that we create could themselves have an ethical dimension.

Another defensive reaction against discussion of game design ethics I’ve been seeing post-GDC is from people assuming that a reaction against the design mechanics of Farmville must really be a reaction against ‘new things’. This too is understandable, whenever there has been a new demographic, type of platform or way of playing games there is always a host of people saying both ‘this is the most amazing thing ever and will comprise the sole future of the medium’ and others decrying it as a ‘corruption of the form, ruining everything I ever loved’ when in truth things rarely pan out anything like this. It’s unfortunate really that Farmville happens to be both part of a new platform & demographic and leading the way in the kind of less ethical game mechanics that some designers have been complaining about from before Farmville even existed. There was always going to be some confusion.

Jonathon Blow, creator of Braid and all-round game design wise man has been making these same points since at least 2007 where his prime example at the time was World of Warcraft, the same arguments could have been used back in 1980 with Rogue used as the example. The ethical concerns with mechanics can stand apart from any particular new demographic or trends. What has changed is a growing awareness among designers of the effects these mechanics can have on players and with that knowledge comes increased responsibility. I found a great explanation of the conditioning effects that games can have from 2008 over on Edge’s website:

“Reward structures allow for conditioning”
Calling this the Pavlov’s Dog Problem is a little misleading. We do both classical conditioning and operant conditioning through games. The root of classical conditioning is generating an instinctual response to arbitrary stimuli by associating those stimuli with events which naturally cause the instinctual response. Here’s an example from Aliens Vs Predator: in the game Aliens Vs Predator the marine carries a motion detector that lets out a very distinct and specific “ping” noise, that ping implies that something’s on its way to kill you. The verisimilitude of the experience was good enough that the player really got into the mindset of the hunted marine. That ping would almost always be followed by a terrifying life or death struggle. To this day, on the rare occasion that I hear a noise similar to that ping I go into fight or flight.

What if that “ping” was replaced by shouting in Arabic…

Perhaps less insidious but more common is the operant conditioning that almost every game indulges in. The core principle of operant conditioning is associating rewards or punishment with voluntary behavior. Imagine training a dog. When it does something you like you give it a treat. When it does something you don’t like you yell at it or spray it with a water bottle (or conversely you take away its favorite toy if it does something bad or you take off its choker when it’s good). The effect? Eventually the dog becomes trained to behave a specific way, even if the incentive is removed.

Let’s break that down a little further. The dog is faced with a choice. Initially it chooses of its own free will. Later it chooses a specific way because it’s being incentivized to by an outside entity. Lastly it simply stops choosing. What once was a choice is now a reaction.

Who tries to pet the Koopas anymore?

Games are very powerful tools for training and conditioning responses from their players. It’s why the armed forces all over the world use battlefield simulators based on video games. Most people learn and are trained best through performing actions, through interaction and through reward structures.

Variable ratio reward structures aren’t the only methods that designers can use to condition player behaviour, though it is the one I’m most familiar with. I’ve also heard reports of games that take advantage of social conditioning theories. One that I read this week (but can’t locate at this minute) detailed a micro-transaction driven MMO whose top-selling items were an item that allowed one player to publically shame another and a second item that protected players from the effects of the first item. Through the design system a system not unlike a protection racket has developed with the only real beneficiary being the developer/publisher making the micro-transaction revenue. Is this a less ethical way to design an MMO? I think so. There may be many more examples of game mechanics whose effects on their players aren’t currently well understood and I think it is worth all designers attempting to view their design mechanics through an ‘ethical lens’ and considering carefully what effects they are having on the players that interact with them.

Just because a player is playing your game over and over doesn’t mean that it is necessarily enriching their life. If games are a far more powerful medium for shaping behaviour than film, music or literature, as seems almost certain, then with that power comes a responsibility. We have to make sure that we, as designers are aware of the behaviours we are shaping and why and, if we want to treat our players as ends rather than means we owe it to them to avoid shaping their behaviour negatively. It becomes our responsibility to avoid wasting their time and money.

Next time I’ll try to talk about something more silly.


Novacaine for the mind

Pills
Last week I posted about the similarities between psychological theories on how to encourage repetitive behaviour and ‘grindy’ reward mechanisms used in popular rogue-like games. While I still stand by my concern about the general effects of this type of reward mechanism being substituted for intrinsically rewarding problem solving; there is perhaps a case where this type of game design might help if you have the right kind of player.

Robert Ashley is a freelance journalist and internet radio producer who slowly crafts thoughtful and extremely listenable podcasts looking broadly at the topic of games under the title of ‘A Life Well Wasted’. There are five episodes so far, all worth listening to, but he also occasionally puts together B-sides to go along with the main podcasts that can be just as interesting. The B-Side for the ‘Why Game?’ episode has been lurking at the back of my mind for a while now, mainly because it features a particularly moving account of the death of one listener’s mother from cancer and the games he used to cope as he watched her die. I can think of similar personal experiences when a bad time in life was accompanied by a comforting escape into the arms of a simpler virtual world. This is gaming performed not to exalt – but to numb, to retreat and to shield. This is an area where I think games can often excel and I think it would be foolish to ignore this aspect of the medium.

I also believe that the kind of repetitive, ‘grindy’ gameplay I was calling out last week might be exactly the best kind of design to provide this comforting effect. I believe that humans in distress will often indulge in repetitive behaviour for a comforting effect. I think we can see this type of behaviour clearly in autistic children for example, who with their liberation from social inhibitions will occasionally indulge in simple repetitive behaviours like flapping their arms when anxious. It’s not just them though, I think that all humans do it. Who hasn’t felt the satisfaction from performing a simple repetitive action like chopping wood or idly bouncing a ball? When distressed these kinds of simple pleasures provide something useful by keeping our minds relatively sane and away from depressive thoughts.

The problem you have as a game designer is that you don’t know the state of mind of someone playing your game, they may find your repetitive grind encouraging reward structure a helpful coping assistant but equally they might also find it incredibly addictive and spend time trapped in its artificial and meaningless reward cycle for way longer than they were gaining anything helpful. In this game designers have a similar problem as junk food purveyors. Comfort eating might be really helpful after a hard day, but once you are hooked on the easy buzz you might find that the long-term effects aren’t as beneficial.

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