From raphkoster.com
Giving then what they want
Over on the
thread about the Worldcon panel on WoW, an anonymous poster engaged in a bit of sarcasm:
What?!?!?!?
This makes no sense!
Players apparently want to….. to play a game that’s…. that’s…. ‘fun’…?
They……. like……. combat????
They… don’t like waiting on other players in order to proceed in the game?
They… want to choose who they socialize with and when, rather than have it forced on them?
No no no, this is all wrong! These players must be wrong. Clearly they do not know what they want at all, because they cannot possibly want these things.
Of course, the sarcasm falls slightly flat, because it misses the point of the post, to my mind. But it does raise other questions.
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Players apparently want to….. to play a game that’s…. that’s…. ‘fun’…?
To start with, fun varies per player. To many, myself included, the experience of “kill five wolves, kill ten wolves, kill fifteen wolves, kill five kobolds, kill ten kobolds, kill fifteen kobolds” (which is literally the newbie experience in WoW) is
not fun, and hasn’t been for a while. Of course players want to play a game that is fun, but
that game will be different for different types of players.
The most obvious example of this is “they like combat.” Just today I got an email from the guy at the panel who asked about giving respect to non-combat players.
I am hoping you someday design an SF MMO where non-combat players (as well as combat players) can participate, and feel that they have something useful to offer ingame. I would be great if this MMO also had Entertainers in it too — how I loved my slinky female SWG Entertainer Briana, and my chubby male Wookiee Entertainer TehWook (TehWook was the least successful entertainer in pre-CU SWG history — never earned a single credit, but I still loved the char)… There are thousands of [us]… on the wrong side of 30, are professionals, don’t mind complex MMOs, have the attention span to stay loyal to a good MMO for YEARS, and have the money to finance multiple char accounts. This is a gold mine for you as an MMO designer - you won’t get WoW numbers with such an audience but you will get a solid base of loyal, intelligent, high-income players if you ever designed another SF MMO that had socialization, crafting, virtual-world properties, and that got away from the awful combat-only model…
Now, I happen to think that this guy is wrong in one important respect.
The niche activity is slaying kobolds, you see. It’s hard to see this, immersed as we are in the culture of games, but there’s a reason why the rest of the world largely sees gaming as tacky. In the wake of the Harper’s article, I have been getting emails from friends and family, and in one of them one of my aunts commented,
I loved the interaction, the thoughtfulness, the core ideas discussed and yet part of me felt completely outside - like I was in a foreign land and folks were speaking a foreign language since I don’t even know the games being talked about.
And this was in a case where half the table
wasn’t up on games.
The commoner reaction, however, is going to be like another one of my aunts:
I had some difficulty moving into the article and your book right way for the simple reason that you begin with evil acts by not nice people or creatures. Why must life be about doing someone in? It is so violent. I dislike the fact that the little children I teach are being exposed to blowing up things, shooting guys and droppin people from the sky. I think it anesthetizes them from real life pain as they turn it on and off in a machine so when someone gets hurt they do not think to say “Can I get help for you?” In the book it was someone chewing toes off a person. Do you know how painful that must feel to a victim? The very description made me upset. Why must children be trained to think of that viewpoint?
I suspect the typical reaction on the part of a gaming aficionado is to say “crackpot.” But a bit of perspective should allow us to step back and ask the reverse. What exactly is “normal” about pretending to dress in skimpy obsolete armor, swing a big sharp sword or pretend to have supernatural powers, blasting away at innocents and monsters alike in order to count yourself more powerful, indiscriminately slaying wildlife without any real purpose and letting the meat and hide go to waste, enjoying gobbets of flesh being tossed about from the carcasses? This is heroism? Give me a break — it’s not, it’s a wish-fulfillment power fantasy.
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They……. like……. combat????
So “people like combat.” Do we give them what they want? Or do they really know what they want? In history, “what the people want” has given us the spectacle of public hangings (a charming kid’s entertainment on a Saturday afternoon), slaves being ripped apart by hungry beasts in a circus arena, and the torture of animals tossed into rings with hungry bears to get torn apart.
Of course, it’s much better to have these things happen virtually than
for real. But I’d like to think most people are fantasizing not about the gore and the power, and more about accomplishing things with that power. The games try, anyway, to cast you as a hero. They try, anyway, to be about doing the right thing, mostly. The players who follow fantasy tropes are reading books about heroes triumphing over impossible odds. Of course, what the game tells them is that no, actually, the reason you’re slaying the fifteen kobolds are something you skip over quickly because it’s irrelevant; what matters is how many of them you kill and how quickly, so you can maximize your advancement.
So “players… like… combat.” Whoo hoo. Sorry if I sound too lofty and high-falutin’ here, but it’s long past due that we examine some of these assumptions. Let me offer up instead this set of observations that replace that simplistic statement:
- Core gamers are more comfortable with combat than the general population.
- The best-selling games have tended not to focus on violence as their core attribute or mechanic. (Glance over this list and you will see what I mean; yes, Half-Life shows up near the top, but put that number in context with the number of people who bought Nintendogs, for example. Or Super Mario. Or Tetris.)
- What users are responding to isn’t just the combat, it’s the gear collection and the feedback cycle, both of which could easily exist without the pointless slaughter.
I’m not turning into a moralist on you here; there’s plenty of reasons to have combat, and I am not in agreement with my aunt when she says that the games are desensitizing entire generations. But when chasing after popular appeal, we need to keep an eye on the actual mass market.
World of Warcraft is not mass market. It hasn’t even captured all of the target audience — at the Hugo Awards at Worldcon, they had to drop the videogame category because not enough voters bothered to nominate anything. WoW was in the lead — with a whole 13 votes total. This from a crowd that was organizing Regency dance lessons on Friday night, was avidly buying swords from the expo floor, and was running sessions on the best way to tie a corset.
I am not saying the combat is the issue; but it’s
an issue.
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They… don’t like waiting on other players in order to proceed in the game?
The issue here isn’t the waiting, it’s the assumption underneath that it’s about “proceeding in the game.” The point I was making in my commentary on the panel was that there’s an assumption that a game is all it’s about.
At the panel, Cory Doctorow posed questions to the panel that centered on the question of when the operators would start acknowledging the
obvious, self-evident fact that these worlds aren’t just games. Of course, if you’re there only to play a game, then waiting sucks. (Of course, when I want to play racquetball, I have to wait a week for my next match. When I play chess, I have to wait for the other player to take a turn. Waiting runs through games all over the place.)
In WoW’s case, we have a game, purely and unapologetically a game.
It is not a criticism to say that WoW drops by the wayside most everything else that virtual worlds have to offer. These are actually its
strengths:
- There is no hint of political support in the game system (nor from the game administration, which participates minimally in interaction with the userbase). Instead, it is unapologetically a broadcast entertainment product, and the players are cheerful consumers.
- The game system actively works to limit a vibrant economy from forming. Trade is limited, as the most valuable goods can only be obtained by each user separately and cannot be traded. Microeconomies, independent merchanting, and the like are prevented by providing a perfect-information economy. Variation in goods is severely limited.
- The game system also actively permits independence, strongly limiting the amount of interpersonal interaction that is required to accomplish anything, until the higher levels. In fact, by ensuring that users are always on a task, chance social encounters are minimized. “Third place” spaces are not designed into the game’s landscape, and what passes for them (such as Ironforge) are less like neighborhood bars than they are like New York City streets.
Not to pick on WoW; many of the “gamier” worlds have these characteristics as well, and it’s been a natural progression throughout the whole history of Diku-based games. Again,
these are virtues in this case; the goal is strictly to lead players from one entertaining fight to another, give them nice rewards, and make sure they never wonder what to do next. In fact, most of the time, other players are an obstacle to this happening, which is why instancing is on such a rise.
All of these points are of course 180 degrees away from the things that virtual worlds can offer as unique qualities. Those are the things that virtual worlds can offer than single-player games cannot. In contrast, leading players from one entertaining fight to another, giving them nice rewards, and making sure they never wonder what to do next is what single-player games do excellently.
The common statement is that “playing alone together” is the thing that people want. This may in fact be the case; actual interaction with others is just too damn time-consuming, and therefore not worth it. Right?
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They… want to choose who they socialize with and when, rather than have it forced on them?
Choice is not a bad thing. But let’s be honest: by and large, WoW and other gamey worlds work by
limiting choice. Limit classes, limit where you can go at any given time (the first time I died in WoW it was because I stepped five feet off the road; it’s a very unforgiving game if you don’t go where you are told). Again, this is a virtue for this purpose: it streamlines the experience and limits confusion on the part of players.
The ability to choose whom to socialize with is effectively a way to reduce the amount of people you come in contact with; it’s a paradoxical situation. Given the ability to choose, you choose only the comfortable, familiar. In the case of a heavily team-oriented game, like the endgame of raids, you need that to function at maximum effectiveness in the game, because it takes a lot of practice to execute well as a team.
There’s a flip side to this as well, of course. I’ve talked before about the issues with homogeneity and insularity; we even have
recent study telling us that one of the virtues of MMOs is that they bring together disparate groups of people and expose us to alternate worldviews. One of the surprise hits of the year is
High School Musical, a show about precisely how worldviews are a cage. Not to be too lofty here, but the political situation in the Middle East demonstrates this quite clearly as well; it’s exactly the fact that people are trying to “choose who they socialize with and when, rather than have it forced on them” that is causing problems writ very very large.
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No no no, this is all wrong!
At Worldcon, Cory Doctorow and David Brin got into a slightly heated argument whilst on a panel about “whether science fiction can change the world.” David bemoaned the fact that much of popular culture is teaching the wrong lessons; as in his well-known
essays bashing Star Wars, he pointed out that much of what is rising in media scifi and fantasy (and particularly in the games) is advocating outdated and actively pernicious social models. This is something that I wrestled with when doing SWG; the fact that a small group of players actually used the same phrasing as Nazi apologists did when explaining their Imperial roleplay bugged the crap out of me.
Of course, I already
expounded on these invisible lessons once already.
Cory rebutted with the fact that we do see immense engagement on the part of users of cyberspace. Both of them are right, of course. David points out that having all-powerful superbeings like Jedi around, better, dreaming of being an
ubermensch is, well, comforting, and also a lie. And Cory points out that users are participating and taking control more than ever; but people do want to escape from this world sometimes too, and passive consumption is still by far the dominant mode of interacting with entertainment. Answers always lie somewhere in between.
So yes, what
World of Warcraft does right are also the things it does wrong. It’s all about what the goal is, and their goal is very specific: sheer escape. And at that they succeed brilliantly.
As I write this, this comment was made:
Raph, Raph, Raph… please just let go of it…. this whole “socialization” thing. You’re starting to sound like one of those cognoscenti that the world has passed by, leaving them to mutter to themselves in a corner.
WoW is a huge success because it does things right. Not because the unwashed masses like it, but rather because it simply does a MMORPG right.
As long as we agree that it does
a MMORPG right, sure. One size does not fit all. It’s not about unwashed masses and cognoscenti at all. Rather, it’s about whether a given product design hits a given target market. There’s a large core gamer market for whom WoW hits all the buttons, for whom the concerns/strengths I listed are all in the strengths column.
But there’s two sides to every coin. There’s also a market for whom those items fall in the weaknesses column. There’s a market that is half and half, and so on. The relative size of the markets is very much in question. An audience comparable to that of WoW’s plays a
game with no combat whatsoever.
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In the end…
All I am saying is that all of these are viable choices. But let’s have our eyes open about why we make the choices — both on the developer side and the player side. Let’s be aware of the implications of the choices.
The natural trend of the gamey worlds is towards
Guild Wars, the Korean “lobby game” model. The shared world is in many ways an impediment. WoW struck a very nice balance there, and is rewarded for it. If this model continues to dominate, then virtual worlds will continue to become like TV and other mass media, and will continue to acquire the characteristics of that, for good and ill (consumer culture, disposability of content, rapid cycling of hits, hit-driven culture, limited user participation, high production values, reassuring content, and so on). At some point, more will question why have the “massive” bit at all; it incurs a lot of cost and then gets designed around in the actual game.
The lesson of WoW, most fundamentally, may be that
the unique things that online worlds bring to the table just aren’t actually mass market. The game systems that really exploit the scale of massive worlds are exactly the ones that are getting tuned down or phased out as the WoW’s live development progresses.
For those of us who
like those unique things, well, there’s fortunately a large media landscape, and it’ll keep getting bigger.