Post by Morreion on Feb 5, 2010 10:06:55 GMT -5
Failure: A valid game mechanic (The Last Bastion)
An excellent essay. I agree 100%. Games that are too easy end up being boring and easy to leave.
The truly engrossing and entertaining games still get it…that games are more satisfying and last longer when they are challenging. Failure is an integral part of that. The player has to compete against the game, has to be defeated and grow in some way in order to find success. Those are the ones that stick with us. Half-Life 2 was a great example for me. I found that feeling again of not being instantly able to do anything and everything I wanted, but actually having to pit myself against the game, figure things out, and struggle. It was so satisfying, it almost makes me cry when I log back into WoW.
What changed in the MMORPG genre? Why did developers decide that in this type of game, as opposed to all others, people should succeed at everything all the time? In the modern MMORPG, every single thing…from the UI, to the NPCs, to the layout of the cities, to the verbose text outputs for combat damage…is designed to make things easier and quicker for the player. Compare this to any number of classic games, something like Donkey Kong, where the developers spent all their time trying to make the experience more difficult and more challenging. Personally, I can’t understand the reasoning for the change.
Is the idea that new players can’t handle a learning curve? Is the idea that without instant and constant gratification, players will leave? This also isn’t held up by the evidence. In video games since the dawn of the industry, the most challenging and clever and difficult games always seem to become the most addictive.
I think the idea of keeping the player involved and playing through a constant flow of rewards and ease of play is bad on many levels (no pun intended). You not only take away the satisfaction and enjoyment of overcoming something significant, but the whole design has to change to support instant gratification. How many more items and quests have to be developed when the idea is to constantly reward the player? Items become generic and common, and their value is so diminished that they’re hardly a reward at all. Players quickly become numb with all the money and gear and experience being tossed at them. Things much more quickly become “boring” and monotonous. It must be a constant and ever-expanding battle for developers to keep up with the needs of an ever more greedy player base.
What changed in the MMORPG genre? Why did developers decide that in this type of game, as opposed to all others, people should succeed at everything all the time? In the modern MMORPG, every single thing…from the UI, to the NPCs, to the layout of the cities, to the verbose text outputs for combat damage…is designed to make things easier and quicker for the player. Compare this to any number of classic games, something like Donkey Kong, where the developers spent all their time trying to make the experience more difficult and more challenging. Personally, I can’t understand the reasoning for the change.
Is the idea that new players can’t handle a learning curve? Is the idea that without instant and constant gratification, players will leave? This also isn’t held up by the evidence. In video games since the dawn of the industry, the most challenging and clever and difficult games always seem to become the most addictive.
I think the idea of keeping the player involved and playing through a constant flow of rewards and ease of play is bad on many levels (no pun intended). You not only take away the satisfaction and enjoyment of overcoming something significant, but the whole design has to change to support instant gratification. How many more items and quests have to be developed when the idea is to constantly reward the player? Items become generic and common, and their value is so diminished that they’re hardly a reward at all. Players quickly become numb with all the money and gear and experience being tossed at them. Things much more quickly become “boring” and monotonous. It must be a constant and ever-expanding battle for developers to keep up with the needs of an ever more greedy player base.
An excellent essay. I agree 100%. Games that are too easy end up being boring and easy to leave.