Sunday, February 1, 2015

Gamification, or: The Thing That Ate Video Games

Hey everybody!

It's been a week so you know what the deal is. Was kind of busy this week so the post is shorter than usual but hopefully no less thought-provoking. It has to do with a trend in game design that has become quite prominent lately.

Check it out.



Since the rise to cultural prominence of video gaming as a hobby among the so-called masses there has been talk in elite circles of how the psychological risk/reward conditioning that many games use to provide feedback loops for their players can be engineered towards some more socially useful goal than just mere entertainment. This process of readjusting people's behavior via game derived feedback loops is known as “gamification”.

It started well before video games, of course, when B.F. Skinner trained rats to push a particular button for a food pellet and Pavlov was able to make dogs salivate at the ring of a bell. These were part of breakthrough research in the 19th and early 20th century in that psychological school of thought known as Behaviorism. Slot machine manufacturers and designers used Behaviorist research to tweak the risk-reward loops for their slot machines to keep people in their seats in front of the machines longer.

MMOs picked up on this in the late '90s and early 00s with their daily quests and activities that reward the player with craftable or tradeable items for logging in every day. It's to the point now where an entire class of so-called “Freemium” games are essentially just daily busywork for the player to do endlessly until they get tired and decide to cough up real money to do it faster.

Eventually someone got the bright idea that maybe instead of conditioning people to keep putting money in that slot machine, reupping their WoW sub or pay to win the latest mobile city-builder game we could condition people to do something that was actually good for them, like exercise regularly or eat healthier. And so the word “gamification” entered the lexicon, otherwise known as using cynical psychological conditioning in the form of game-like reward structures to prod people's behavior toward certain, more socially desirable activities by making said activities more “game-like”.

I'm making it out to sound more sinister than it really is. It's basically just a thing a bunch of academics decided to try out to make learning easier because that's one of the things academics try to do, is expand on the ways people can learn and teach and such. Gamification was a big buzzword a few years ago but not so much anymore. It's basically led to all those apps on your phone that help you track your latest diet or give you a star every time you hit a milestone in your daily run or whatever.

Thankfully everyone realized that just adding game-like reward structures to rote activities like exercise or repetitive schoolwork did not actually improve those activities or make them anymore fun or interesting than they already were. The key to putting the fun into learning is to find the learning in the fun, or something.

All I remember of the hellish meat-grinder experience that was my American K-12 public education was that I enjoyed learning about the subjects I already cared about and especially when the instructor did more than just lecture and assign homework. The instructors who engaged with the students as actual human beings and not the submissive part of a master/slave relationship, who got us out of the class more and tried to get us to think about the world around us in ways we might not have thought before were all few and far between but just as memorable. Trying to “gamify” that process would have only exacerbated how broken or dysfunctional the current system is: Good for churning out obedient, domesticated laborers and little else. Woodrow Wilson would be proud.

Even though gamification may be a fad that's run its course we are now in the post-gamification world where most video games are now effectively themselves “gamified”. This is especially noticeable in the Triple A and Mobile sectors. Many games now feature some form of trackable progress, usually in the form of a collectible pick-up item or items, but increasingly all of the game activities themselves are broken down into digestible chunks for the player to consume.

It's that MMO form of game design where the game breaks itself down into dozens of smaller, easily managed tasks that are set up to tickle any latent obsessive-compulsive tendencies the player may have. All to keep them coming back for more, to keep that subscription from lapsing or to keep that disc in the tray.

It used to be you would play Super Mario Bros. just to make Mario run and jump through the level and reach the end. If that game were made today there would be three sub goals in addition to simply reaching the end. Collect so many coins, stomp so many goombas and find the hidden shortcut. Each task would reward you with a gold star or some such. These days it seems a player isn't encouraged to replay a level “just for the fun of it” but because there are uncompleted tasks. Boxes that haven't been ticked yet on the checklist.

Of course, such “checklist game design” is not the actual norm but rather the perceived norm due to its prominence in high profile mainstream games. You don't see much checklisting happening in game made by indies. This is because mainstream publishers like Ubisoft are reaching for the widest swath of people to purchase their product, the “masses” of people who purchase video games.

But the thing is the “masses” are not actually a single mass. They are actually many different diverse groups who have a love of video games in common. Someone like Ubisoft can't appeal directly to each group because they would risk alienating the others. So instead they rely on the psychological trickery of checklist game design. They “gamify” their games to make them more broadly appealing.

If film studio executives follow a money-making formula that produces bland, “safe” movies then game studio executives probably also have a similar money-making formula that they follow which produces bland, “safe” games.

It something of a miracle that a game like Dark Souls is able to exist in the mainstream environment that produces the yearly Call of Duties and Assassin's Creeds. Dark Souls is very much the opposite of a checklist game. It is simply there for you to poke and prod at as you please. It doesn't track your progress down to the nth degree and it doesn't have a wholly separate multiplayer mode that's been tacked on because everything has to be online now (though it does have an online element). It just is, and that's a rare thing in mainstream gaming at the moment.

Video games that aren't afraid to just be what they used to be, rather than what they've become.

Thanks for reading.

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