Category Archives: Game design

Behaviourist Game Design

I spend a lot of time thinking about the ethics of game systems and how to make my game systems something that reward and delight intrinsically. Unfortunately, it seems that a lot of designers don’t tend to think like this when making games. I suspect some wouldn’t even consider that mechanics could have a moral dimension.

It seems to me that the very interactivity of games that makes them so compelling also makes considering their ethical dimension more vital. Every game is a system that you interact with; listening to and responding to your actions in a certain way. While the game is responding to you, you are responding back to it even if you don’t realise it. Every game is teaching your brain something, every game is a dialogue with its player.

It worries me that this power of games to teach and train their players is either not understood or being wilfully misused for commercial gain. It doesn’t strike me as ethical to train a player to want to do something that they wouldn’t want to do in the absence of an external reward.

One particular example that always sticks with me is how closely the reward system of item drops in most modern roguelike games closely mirrors psychological research on the most effective methods to encourage repeated human (and animal) behaviour. By which I mean they could train mice to hit buttons over and over again by rewarding them in a certain way for this behaviour, even though the mouse would never normally perform that action. Behaviourist psychologists spent a long time analyzing which type of reinforcement strategy was most effective in conditioning animals to respond how they wanted:

Graph

As you can see the ‘best’ schedule on that graph is labelled ‘VR’ or variable reinforcement where a reward is given not every time an action is performed but at a random time conforming to an average. Wikipedia describes it thusly:

# Variable ratio (VR) schedules deliver reinforcement after a random number of responses (based upon a predetermined average)

* Example: VR3 = on average, every third response is reinforced
* Lab example: VR10 = on average, a rat is reinforced for each 10 bar presses
* Real world example: VR37/VR38 = a roulette player betting on specific numbers will win on average once every 37 or 38 tries, depending on whether the wheel has a 00 slot.

Which is also exactly how the random drops work in a roguelike such as Diablo or World of Warcraft. Its no wonder that people will spend hours grinding for loot if their brains are conditioned to do so by the most efficient reward system that we know of. Does this mean that they are actually having a good time? They might be, but they might also just say that they had a good time after the fact. Another psychological effect causes us to post fact self-justify the amount of time we spend performing any action because we never like to believe we are wasting our precious resources of time and money.

Whether designers are doing this deliberately or subconciously I believe its damaging to the people who play these games and obscures what is otherwise often excellent craftsmanship and polish in their production. There can be excellent intrinsically rewarding game design built up around this core unethical mechanic but that conditioning mechanic is still there lurking at the centre.

I believe that we need to be increasingly aware of the physchological effects of the games we design and how these effects can have an ethical dimension

Jesse Schell also believes in the power that psychology in games has to shape behaviour. He recently gave an interesting talk at DICE on where this future is likely to lead, which originally prompted this post. He puts a somewhat more positive spin on it than I despite describing a dystpian future where watching more advertising becomes a game that awards points.:

Jesse Schell’s DICE talk

More in tune with my negativity on where this practice will lead is Sirlin:


External Rewards and Jesse Schell’s Amazing Lecture

Who finishes his discussion of Jesse Schell’s speech with this warning:

I urge you to be vigilant against external rewards. Brush your teeth because it fights tooth decay, not because you get points for it. Read a book because it enriches your mind, not because your Kindle score goes up. Play a game because it’s intellectually stimulating or relaxing or challenging or social, not because of your Xbox Live Achievement score. Jesse Schell’s future is coming. How resistant are you to letting others manipulate you with hollow external rewards?

All of which also harkens back to a great talk done by Jon Blow a few years ago which you can find the slides and audio for here:

Design Reboot at Montreal International Games Summit 2007

In which he famously likens World of Warcraft to Mc’Donalds.


Free Company Tech Test 1 is here!

So I haven’t been updating much on the blog this month, hopefully thats just because I’ve been super productive on the game developing side of things. In fact, I have! What we have here is a genuine, installable, playable thing that will show you – the general public, roughly what about fifty percent of your time playing the amazing upcoming Free Company video game might be like.

You can download the full exciting experience right here.

13.6MB and its called FreeCompanySetupV2.exe.

It looks like this:

this

If your direct X isn’t relatively up to date then it won’t work. I looked at including the redistributable but it was about ten times bigger than the game so I left it out. If you think you might need to update your directX then try getting it here.

The main point of doing this, for me, is to gather some real world experience in releasing an application out into the wilds as that is something I’ve not done before. I also hope that some of you out there who try it will send me emails or write comments explaining why it sucks donkey balls and when and where it doesn’t work. Thats why I’ve called it a tech test. I’m testing my game technology on you, if you’ll let me.

If you do grab it then you might be a bit confused. It doesn’t really give you an objective when you press start. So I’m here to tell you – its the classic ‘Kill all the other dudes’. To help you do this I’ve provided camera controls mapped to the right and middle mouse buttons. Right button will rotate the camera and middle with let you drag it around. If you don’t have a middle button you can also move the camera around by shoving the pointer to the edges of the playable area, but its not as satisfying. Everything else is accomplished by left clicking; attacking with an axe, walking about – you name it the left button probably does it. If you hover over some stuff that looks confusing for a few seconds a helpful tool tip should appear and give you some cryptic clues.

I’d especially like to thank the fantastically simple Inno Setup for helping my overtired brain produce a thing that actually installs, just like a ‘real’ game. I hope to expound on the stuff that is going on in the tech test a little more when my brain has recovered.

Thanks.

Now try my Tech Test or I’ll look at you with slightly disappointed puppy dog eyes.

THROUGH THE INTERNET.

IMPORTANT EDIT: Looks like the auto-generated start menu/desktop shortcuts have been generated without the ‘Start in field’ . I knew that Inno setup was just too easy. If it doesn’t work and you were running it via one of those methods then try navigating directly to the install directory and running it from there. I’ll fix up the installer as soon as possible.

IMPORTANT EDIT 2: I’ve now fixed the installer link above so it should generate working shortcuts automagically. So if you can read this and you haven’t downloaded the tech test yet you can safely ignore the first important edit.


Come inside the Robotic Shed

I’ve decided now that I’m not going to think up a better name for my fledgling game making production house than ‘Robotic Shed’. I mean what could be better than a regular garden shed with robotic arms, legs and a fervent desire to see you all dead, for making you think ‘Games! Yes! I need some of those, and from that guy!’.

Nothing could be better, thats what.

Work on the game itself continues apace. I’m in that sort of sticky middle patch where I spend a long time taking care of boring sometimes awkward stuff that makes the game no more fun but a lot less ‘where the hell is the…’. For example, I’ve fixed up my pause and options menus a lot so that you can now turn off some of the graphical wizardry to better suit a lower end machine. I also spent an unreasonable amount of time puzzling out line of sight on a hexagon grid by hand before realising that the enitre internet had got there first. I had several pages of A3 covered in scribbled diagrams before I went back to google and adjusted my search terms a little.

I’m also now pretty certain that I’m going to be calling the game ‘Free Company’ after the mercenaries of medieval italy. This is a massive improvement on my previous title of ‘Dan’s hexagon fighty game’ which in market testing lacked a certain resonance with my intended target demographic.

I’m still intending to churn out something playable at the end of January and to that end I’ve been trying to pare down the design to the barest of essentials to hit that date with a decent chance of it all working and being a little bit fun. I’m not cutting stuff forever, just removing things from the ‘tech test’ demo schedule that don’t absolutely need to be there.

My current plan is to get the barest bones of a tactical battle engine up and running with a simple test battle between the player and a few AI controlled minions. Once thats in place the months after that will be entirely focused on adding to and iterating that basic battle engine until its super fun on its own merits. The goal with this phase of the project is to eventually produce an alpha version that features a neverending sequence of randomly generated battle levels that are all balanced and mega fun while the player takes a persistent group of mercenaries through them until all of his mercenaries are dead. Ultimate battling without context if you will; the sort of entertainment offered by something like Gratuitous Space Battles or Zangband.

The third and final phase of ‘Free Company’ will be then to add the Total War/Civilization/X-Com style campaign map to give the battles the political context of a gradually developing mercenary group in a randomly generated dark fantasy setting. This all depends, of course on me still having any money or sanity left after hammering down phase two. I’m debating opening the project up where interested pioneers can get the latest pre-release versions for a heavy discount once phase two is complete. This would be both so I get a little income going, and so I get some valuable feedback on the design. That sort of thing seemed to work out alright for the developers of Mount & Blade so maybe I’ll have a chance with it as well.

Anyway, carry on.