Unexpected Downtime
I don't know what happened exactly, but ArcadeBerg.com's host have been having trouble since yesterday; resulting in unexpected downtime for more than 24h.
My guess is that it's because of a Zerg rush.
I'm sorry about this, but hopefully it'll all work fine from now on.
Punish or Help the Weak?
I'm a bit busy now and during this weekend, so I'll use my old trick of doing a repost of a post I wrote for AboutGameDesign.com when the topic was:
Reward and Punishment
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To get the really cool power ups in games, I usually have to be quite skilled to get them. If I'm skilled enough to get them, it's likely that I'm skilled enough to beat the game without them. If I'm not skilled enough to get them, it's likely that I'm not skilled enough to beat the game without them.
I want to discuss a common problem I see in games, to which I don't have a great solution; We often make the weak even weaker and the strong even stronger.
Shouldn't we encourage the weak to keep trying and give him some help? But then, if I get rewards for playing badly, why should I try to excel?
If I'm playing a game I'm good at, I feel that it's nothing short of damn right that I get to have the good stuff in the game. I've earned them. While playing Gradius and managing to keep level up my weapons, I'm on top of the world when I'm maxed up. But when I die, I lose my powers and the game gets a lot harder.
Now, in games like those Shoot 'em Ups it might be taken to the extreme, but the effect is most often there in games. If I'm a really good shot, I don't need as many bullets to kill my enemies, resulting in me having more bullets left to spend. If I'm a bad shot, I spend more bullets, making me have fewer left while I would need way more.
It's a natural way of things. Of course we want to create incentive for the player to play as well as he can and try and not to screw up. But some people just can't help themself from screwing up and what are we going to then? We could just say "Well, then you're not the right kind of person for this game." or we could give him a bigger gun and say "Okay, try again.".
I'm both pro and against the use of auto adjustment of the difficulty level. It's a great thing since, assuming it works, all players gets the "right" difficulty, but in a way, increased difficulty can be considered a punishment.
RPG's and other games where you can level up have a way of fixing this: Grinding. If you're beat, then just stay where you are in the game untill you're stronger and then continue. People complain about "grinding" but that's a topic on its own. Either way, it works.
But really, both the difficulty adjustments and the grinding aren't solutions for the problems with rewards and punishment, only whether or not the player can beat the game.
Some games, like Ninja Gaiden Sigma starts helping you out if you die too much (which I did...) where they basically say "Wow, you really suck. Do you want to admit your failure and play on the n00b-difficulty? We'll give you some health potions.", whereas I chose to accept.
So, in a way you get rewarded for not making it, but the reward isn't worth much. But at least it's something positive.
I'm not a fan of punishing the player as long as he's trying to play the game (cheaters, etc. deserve it). I think it's better to "not reward"
As I said, I don't have a great solution, but I think it's important to look at the situation and think long and hard about it. If the game is already hard enough, it shouldn't get even harder if you're a bad player.
Synthetic Happiness
I try to be a pretty organized guy, but sometimes it just doesn't work out. I just found a post-it note under my Wacom that's probably about six months old. It's a note saying I should post on this blog about Synthetic Happiness and the freedom of choice as discussed by Dan Gilbert over at TED.
http://www.ted.com/talks/lang/eng/dan_gilbert_asks_why_are_we_happy.html (2/3/2010)
Okay, so I'm a bit late, but it's time to do the post-it justice!
In this talk, Gilbert talks about two things of interest.
- Our frontal lobe and the prefrontal cortex
- Synthetic happiness
The prefrontal cortex makes it possible for us to simulate experiences in our head, so we don't actually have to carry them out. I won't put my head in a door opening and slam the door shut, because without even trying, I bet it'd hurt.
For a gamer, the prefrontal cortex gets to work a lot when we're playing RPG's and we have to place our skill points. In a way, I hate that part of RPG's because I always have such a hard time deciding on where to place my points, what skills to learn and even which class to play. I run every solution I can think of in my head to see what will result as the best/most fun way.
Because of that damn simulator in my head I can sit and stare at the character improvement screen for ages without making a decision. And I'm so scared of making the "wrong" choice.
And this is where the second point kicks into action, the Synthetic Happiness in relation to the freedom of choice.
Basically, the results of some research show that people feel happy even if they "shouldn't". After some time, a person winning the lottery and a person becoming handicapped are just as happy. And synthetic, the fake happiness is just as valid as the "real happiness".
But also, they show that people are much more satisfied with their choices if they were irreversible.
The example they give is a university hosting a photo course. At the end of the course, the students are only allowed to keep one out of two photos as a huge print. Half the group are told that they can always change which one to keep later, by just returning the old one. While the other half are told that they must make the decision now and they can't change it later on.
The numbers then show that most of the people that could change it afterwards weren't satisfied with their choice, while the people that got stuck with their choice were much more satisfied. The mind adapts to the current situation because it can't be changed, and they're experiencing synthetic happiness.
So if we then translate this into games; the way to make players feel best is by not letting them edit their choices during the game. Not allowing re-assignment of skill points and "unlearning of spells".
In a typical RPG you can't really make this bulletproof though, since you can always restart the game with a new character. As it should be, if you ask me.
But all in all, I think designers should really take the adaptation and synthetic happiness into consideration when designing.















