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Blogs

  Gambling - Gamer Style
by Enrique Dryere on 09/19/09 05:04:00 pm   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Loot systems in games can be quite a gamble -- similar to slot machines in many ways. Players' efforts to overcome encounters for a chance at a reward are comparable to the coins required to operate a slot machine.

As the amount of effort required to achieve a chance at reward increases, so does the metaphorical bet. This system can introduce the addictiveness of the casino into the MMORPG, but its purpose goes beyond that.

Rollercoasters That Never Go Down Are No Fun

Chance in a reward system can help reset the psychological thresholds of expectation for players. In this way, it combats the bloating of the rewards required to sate players as they progress through a game. However, a fine balance must be maintained as adding too much chance in a loot system can result in too great a loss of predictability, which can diminish the effectiveness of rewards, making them less capable at reinforcing players' behaviors.

Remembering back to my experiences in Warhammer's beta, I found its public quest reward system very frustrating. When determining who was to be awarded at the end of the quest, player contribution was taken into account. But a random number was added to this contribution score before the tally was made, which meant that the highest contributor often went home empty-handed.

My Other Vehicle is an Epic Mount

If you are skeptical about how killing mobs is like playing slots, allow me to recount a sad period of my life. There was a time, albeit a short one, in which the epic flying mount that my character flew in WoW: The Burning Crusade was worth more than my car.

I was only able to afford it because I lucked out and found two purple items (epic quality) in one day, which I sold for a tidy sum -- in game currency worth about 400 US dollars. Meanwhile, a guildmate of mine was reduced to purchasing hundreds of dollars worth of gold to afford his epic flying mount. He had a job and could throw around that kind of cash. I on the other hand, was gleefully unemployed at the time and could spend many more hours on the game than he could.

In the end, we both put forth similar effort to achieve the same result, but mine, which was based exclusively in game, also involved a lot of luck.

Tearing into some Tinfoil

Another form of gambling that gamers crave can be found in the business model of booster packs for trading cards. There's an undeniable excitement when you're tearing into a new pack. The contents can be worth 50 cents or 50 dollars -- either way, you pay five. This thrill comes from a purely luck-based form of gambling. There is no skill involved in opening or selecting a pack, and yet it works.

The MMO industry can learn a lot from booster packs, particularly in how the thrill of chance can be introduced into the microtransaction model without flatly turning the game into a glorified casino. Other than peddling essential consumables, such as health potions, teleportation tokens, and item enchantments, there may be no better way to get players to pay several times for the same in-game items. Just make sure to keep purely luck-driven elements away from actual gameplay.

The Games of Chance Paradox

Ironically, most games of chance are about minimizing the effect of chance. Poker players will try using mathematics and psychology to gain the edge on an opponent, and a dungeons and dragons expert will rarely let his fate be determined by a single dice-roll.

MMOs should contain predictable chance in their loot systems, little if any chance in their actual gameplay, and can contain as much chance as good judgment will permit in supplemental income strategies.

 

This is a repost of an article from my blog at mmotower.blogspot.com

 
 
Comments

Glenn Storm
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I like the comparisons you've made here, Enrique. Casinos are part of a serious (little "s") games industry that knows what they're doing. They use chance very carefully, both to maximize profits, but as you mention, also as part of the presentation to the customer to manage their expectations (predictions) with a balance between thrill and loss. Chance loss in a casino usually feels like "bad luck", and a joyful sort of bad luck at that. Due to the way it is presented (as in your example of the booster pack cards), the customer doesn't feel like the loss is unfair, even though the game rules are tuned to consistently give the casino the edge. This is a compelling aspect of the use of chance, and particularly the presentation of chance in game design, where it is clearly called out to the player ("Nobody Knows What Will Happen Here"), creating the necessary anticipation space for the thrill to build up prior to end result. I have a feeling it's that setup that helps to gloss over a chance loss. Neat thoughts, Enrique, thanks!

Jose Joao Proenca
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You got the thrill of predictable chance just right with the mention of the booster decks - and remember, there can be various types of win distributions - two uncommons, 1 rare and 1 uncommon... Further adding to customer/gambler satisfaction while minimizing the amount of times the jackpot had to pop up.



There's just another point I'd add, and that's the ability to passively and actively affect the probabilities (in video games), which is rather rarer in real life. The roulette wheel you pictured exemplifies the closest casino games can come I think to that micro-management of chance that happens with kitting out a character in an RPG (real or electronic), carefully balancing percentage points for maximum bonuses, or when fighting for example against enemies with different forms and status effects, managing each attack's effectiveness against vulnerabilities.



And like in gambling, there are those times you think Red's just gotta come out, it's been too long, and you'll just rush in head-first with no thought to it. Most of the time - house wins.


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