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  Part of a Balanced Breakfast
by Randy OConnor on 03/27/11 03:14:00 am   Expert Blogs   Featured Blogs
27 comments Share on Twitter Share on Facebook RSS
 
 
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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Yesterday, while driving hundreds and hundreds of miles from Las Vegas, Nevada back home to Berkeley, California, I talked game mechanics with my patient, intelligent non-gamer girlfriend.  I struggle to debate from beliefs that are largely rooted in intuition.  When I'm in situations with perceptive adversaries (such as my girlfriend), I find myself forced to narrow down my broad abstract answers, tearing apart my definitions and revising them until I always find that, no matter what part of the universe we're talking about, everything is always grey.

I argued with my sparring partner for awhile with a new term I had devised in my head: game calories, or galories, or gCals.  (Yes, all of these names are bad.)  This term was rooted in my frustration with shifting meaning and importance of what we as developers are striving to create.  I had this idea in my head that we have entered this phase of giving the player everything the player wants without that actually being good.  We're feeding players empty calories, I declared.  I had been hearing the ominous words of Jon Blow warning against achievements.  Such true words they were to a designer such as myself.  Mechanics are everything!  Scew achievements.

Farmville, I strained to argue, was successful, but not healthy.  It was like drinking Coke or Pepsi.  Sugary, feeding us, and pulling in new gamers to all of our detriment.  The game industry has confidently asserted the beauty of metrics at the heart of such successes as Farmville.  Every dialog box and daily lottery is tested and refined.  But cereal companies use focus-testing and metrics in their marketing of crap.  (Admittedly, I have Cocoa Puffs and Cocoa Krispies waiting for me in my apartment.)

The mechanics of giving people just what they want was not healthy, I told my skeptical girlfriend.  Players were being fed shallow meaningless mechanics that addicted them without being good for them.  Without meaningful reward, or perhaps with too much reward.  We need to stop giving players Big Macs, I said, and strive, as an industry, to feed people their vegetables for long-term health.

She spoke then, and demanded clarification for how I could call a mechanic rewarding or not rewarding.  She liked mindless fun at times.  How could I declare one mechanic or another meaningless or not rewarding or anything of the sort?  What made a game of mindless fun bad?  I thought for a moment.

In Vegas, we had played slots, video poker, real roulette, and real blackjack.  She had never been to Vegas before.  (We didn't touch craps because I had forgotten all of the rules.)  Farmville, I declared, was like slots.  With slot machines, you pull the lever, and wait to find out if you've won.  In Farmville you plant seeds and wait for stuff to grow so you can rack up points.  And the game rewards you constantly.  You get coins, you're encouraged and rewarded for friends playing, you're rewarded for adding stuff to your farm.  Reward, reward, reward for pushing the plant/harvest seed button.  Something like Thief, on the other hand, was blackjack.  A subtle game of player vs. chance.  Your decisions are central.  Blackjack at a casino has this incredible social tension because if you take or don't draw a card, you are affecting the next players and, even more importantly, the dealer, who determines whether everyone wins or not.  Strong dynamic play; like Thief and its nuanced gameplay.

But even as I successfully convinced my girlfriend of the sameness of Farmville and slot machines, I began to second-guess myself.  Players do have choice in Farmville.  And though that choice is just which crops to plant or what hay-bale to place where, I do not know that I can say Farmville is as simple as a slot machine.  So I rescinded my declaration and I withdrew as much as I could in the drivers seat a foot away from my girlfriend as she graded papers in the passenger seat.

It was then that I arrived at the same conclusion I always arrive at with any subject: the mechanics and methods within Farmville are not bad in of themselves, they are grey with possibility.  The problem I have, instead, is that, in all types of games, including Farmville, we are seeing a trend toward unhealthy mechanics.  Much of our core interactions with the game are sugary and addictive, most are not productive.

So when I say good and bad calories, or fatty games or healthy ones, what do I mean?

A healthy mechanic engages us on a physical and/or mental level.  Playing Tetris, the dual element of analysis of the board with the timer of each piece dropping to take its place.  In Farmville, the planting of crops that are most effective in generating income and being done when you'll next play the game while balancing looks and personality in your gamespace.  The slow mental discovery of what your actions mean in Every Day the Same Dream.  In Asassin's Creed, the mental freedom and urge to explore when you stand on a minaret with a whole world ready to respond to your pokes and prods.  These engage us, in what I believe to contain meaningful play.

On the other hand, are you handing your players unhealthy reward for just playing your game?  Are there achievements every five minutes?  I did some quick research and found this three-year-old article discussing that achievements sell games.  The article also contends that the games are better productions as well.  But then everyone joined the wagon.  Rewarding your player just for playing your game can become unhealthy.  I don't play many achievement-heavy games, but I'm sure you can tell me of some that have bothered you.  And what about handing coins to your player just for starting the game?  I find that unhealthy.  That's what bothers me about Farmville.  Not planting a farm, the fact that I'm not rewarded for how I run my farm, just rewarded for running it at all.

Other games stand on the razor's edge.  In The World Ends With You they actually support your not playing the game.  When you don't play for several hours or days, the game starts to accrue experience, and when you return you're given a reward directly related to how long you've been away.  Please come back eventually, but no hurry.  It's a clever mechanic that I think successfully skirts the line of healthy and unhealthy.

When making a game, when you are thinking about the moment to moment joys of the game, are you thinking about core or fluff?  Are you just frosting a tasteless cake?  (Oh this metaphor. But seriously.)  The most important part of any game is the core loop, and how you give the player opportunity and choice to interact with the system you've made.  Are you thinking about that?  Are you providing depth or meaning to your gameworld?  Are you giving the player power or limiting it for a purpose?  And how are you framing the moments outside of the main loop?  Are you rewarding every new crate opened with five minutes of joyful exposition?  Or are you getting back to the game itself and challenging the player?  Does your daily lottery really matter to the player or is it just a meaningless reward that drops a spoonful of sugar into your yogurt?

My girlfriend said that donuts will always exist, and to just deny their existence will bring no absolution.  I agree, give a player a donut, but I also want to encourage you as developers, don't be afraid to cut up some fruit, scramble some eggs, and maybe add a glass of milk to the breakfast before you serve it to your players.

 

*Edited Sunday, March 27th, 11am

Randy works on games and games and games, tweets, and has a website that he has neglected to update lately.

 
 
Comments

Anthony Chen
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Good thought provoking article. It is interesting that you use gambling (even blackjack) as an example of good "game mechanics". I would think a majority of america would classify gambling games as the fast food of games. Bunco is an incredibly popular game yet since it is purely random it seems pointless to me. Without counting cards there is only one correct way to play blackjack using basic strategy and based on the particular house rules and deck size you are playing with. Also note that you have absolutely no impact on the players after you in a statistical sense.



The key is that most people never get engaged with games to the point that they really understand how to optimize them so games that might be boring to me are delightful to them. In the same way, most people never really try to understand food, art or wine. So what might be fine for me might be boring to an expert. I dont think the analogy is between fast food and vegetables, but more between fast food and fine dining. Fine dining isnt intrinsically healthy and you wouldnt necessarily say that everyone should learn to appreciate a good steak tar tar. In the same way simple game mechanics are good for the casual player, but arent sufficient for a connoisseur

Michael Meyer
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Ok sure, Farmville is unhealthy and unproductive, but I have to ask: does that really make it different from all the other games we like(and make)? Why would depth and meaning in a game somehow make it more (I understand you are using the term somewhat metaphorically)healthy?



Not that I particularly want to defend social games, but I do want to be clear on what the objections to them are.

Ian Richard
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So... running around in circles badmouthing one another as you cry about the overpowered shotgun is healthy calories?



Call me crazy... but from where I sit the industry has been removing depth in order to widen the market for a long time. They have been adding unlockable content and achievements in order to support the NEED to play. They support micro-transactions and DLC in order to keep the player spending money on imaginary items.



I'll be the first to tell you that I want a balanced breakfast... depth and meaning with a dose of achievement. But can we really speak out about the evils of social gaming when our own industry has been doing the same thing for years?

Randy OConnor
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Thanks for both of your comments, I have actually revised the blog post accordingly to explain what I believe are specific healthy/unhealthy mechanics, and also to remove much of the wording which directly implicates the social games industry. I entirely agree that this is industry-wide, but I focus on Farmville (somewhat aggressively and unfairly) because the broader industry is taking cues from social games and their success.

Darren Tomlyn
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I understand perfectly what it is you are TRYING to say in this post - the question is, of course, how well you (and others), understand it too.



What you're talking about are the basics - the foundations of what games really are, and how they are related to puzzles and competitions.



What you're talking about are the differences in BEHAVIOUR such words represent, and also the difference between the process of competition, and the outcomes/goals that are being competed for - the latter without the former has no place in defining a game, competition or puzzle.



I recommend you read my blog - (click my name) - (actually, I recommend everyone involved in games to read my blog, but still...) - since it will hopefully help you understand the basics of some of the problems you're looking at. The rest, I'm afraid will have to wait until I've finished writing the relevant posts. (I'm currently working on the one for competition/competitions).



Nearly all of the problems we have with games today, is that we do not fully understand what it is that games are - what the word game (or it's equivalent) represents - either in isolation, or in relation to the rest of the (English) language.



For instance - the ONLY activity you'll find in a casino which is actually a GAME - is poker. ALL of the other activities (slot machines/blackjack/roulette etc.) are actually COMPETITIONS.



The real question is, of course, why?

Randy OConnor
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Thanks for the thoughts, but this is not really what my blog post is about. I am not interested in definitions, I am asking for thoughts regarding gameplay mechanics within the game and external to main gameplay. Also, I don't really say it, but I'm interested in whether or not there are mechanics within a core loop itself that might be unhealthy.

Darren Tomlyn
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Yes you are - you just don't realise or understand it.



Of course there are such core mechanics - the are mechanics that are consistent with games, and those that are not! THIS is the centre of what you're talking about. It's not about 'healthy' or 'unhealthy' at all - it's merely about differences of behaviour and its application, that are represented by different words for a good reason, that may, or may NOT be compatible!



Blackjack, slot machines, roulette etc. are NOT games. Rewards without competition - are NOT games. Puzzles - are NOT games. Competitions - are NOT games.



What you are seeing are elements - mechanics and behaviour - that are not consistent with games, but because you don't know or understand for yourself WHAT the word game truly represents, along with puzzle and competition - in isolation and/or in relation to each other whether being applied or not - your mind has no context within which to place such behaviour and mechanics.



This is what is causing the situation you find yourself in - trying to explain what it is you see and feel, without the appropriate language to do so.



I suggest you read my blog - though it doesn't yet contain everything that would be relevant to your post... (Needs the next part on competition and competitions that I'm currently writing).

Laurie Cheers
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I read it, and I don't understand (or maybe just don't agree with) your definition of the term "game".



You list "competitive" as an essential part of it; surely Solitaire should qualify as a game, though?



And I'd question whether Snakes and Ladders is a game; is watching a horse race a game? Because the player input involved in saying "I think that horse is going to win" is pretty indistinguishable from a game of Snakes and Ladders.

Darren Tomlyn
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Solitaire is actually a VERY special activity - from what I can tell it is unique, (though it is certainly something people can learn from and copy) - and as such I'm going to be using it as an example later - since the behaviour (and application thereof) it enables and promotes from the 'player' depends entirely on the nature of the random draw!



There is a difference between playing a game, and watching a game being played!



As I said - game, art, puzzle, competition, (and work and play as nouns), ALL represent DIFFERENT applications of often DIFFERENT behaviour! If you can't recognise WHOSE behaviour the words represent applications OF, then you're always going to have problems!



A game is ONLY defined by the behaviour of its PLAYERS. If you happen to be watching a game taking place, then its up to you to apply such a definition UPON what you perceive the players to be doing - your own behaviour is NOT consistent with what the word itself represents, unless you're playing a game too!



The whole point about CREATING games is to ENABLE and PROMOTE certain behaviour from OTHER PEOPLE, (or even yourself), who happen to be playing your game. The behaviour of creating the game, the game in itself, or anyone watching the game being played, is NOT what the word game itself represents an application of!

Laurie Cheers
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My point is that, in the case of Snakes and Ladders, there really is no difference between playing and watching. You have no input on the game, it might as well be an automated game that plays itself. Or, like I said, a horse race that you have equally little control over.



And the question "will I win?" is simplified to "have I guessed correctly which pawn will reach the end first?"

Darren Tomlyn
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Of course you do - it's a game of chance which involves rolling dice. It might not involve much, but it still involves SOMETHING.



EDIT:



As I said in the blog post:



Snakes and Ladders is:



A board game that is multi-player, involving direct competition and optional interaction, and is a turn-based, chance based, RACE, involving abstract throwing for distance (dice).



If you REALLY don't recognise the difference between something YOU DO, something that SOMEONE ELSE DOES, and something that happens TO YOU, then there is, and can never BE any hope for you whatsoever - and therefore understanding the word game is the least of your problems!



EDIT 2:



You do realise that what you're saying here is that any game that uses dice, (abstract throwing for accuracy (i.e. yacht etc.) involves the same behaviour), is not a game, and therefore dice games do not exist?



EDIT 3:



As I said in my blog post - competitive THROWING and movement for accuracy/precision, DISTANCE/time, is 'one' of the basic games, from which all others are derived.



One of the reasons I chose Snakes and Ladders as an example, is that it uses one game, ((abstract) throwing for distance), to enable and promote another, (a race).



Snakes and Ladders is by far not the only game to use a similar combination. Since the throwing is the ONLY ingredient which directly describes the behaviour of the person playing the game, however, if Snakes and Ladders is not a game, then neither is ANY game that involves throwing, either directly (darts, dice games), or abstractly (golf/football/basketball/tennis etc.). The amount of games that use throwing, either directly, abstractly, in isolation or combination probably number in the THOUSANDS, worldwide.



If Snakes and Ladders is not a game, then neither are any of those.



I think humanity has already made it's decision very clear, yes?

Laurie Cheers
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No, the fact that it uses dice is not inherently a problem; the issue is that Snakes and Ladders doesn't have anything else. If you were allowed to roll two dice and choose one, Snakes and Ladders would become a game, albeit not a very interesting one.



A game, to me, must involve some kind of skill test or choice made by the players. Throwing a dart is a skill test. Rolling a die is not.



(Simple test: is it legal to use your skill to affect the outcome of the dice, e.g. dropping them onto a number without really rolling them? Nope, that's cheating.)



In a similar vein, I'd say the dealer in Blackjack (who doesn't make any meaningful choices - he just follows whatever the house rule is for whether to stick) is not really 'playing' the game.

Darren Tomlyn
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So you do NOT acknowledge that there is such a thing as a game of CHANCE??????



As I said in my blog - there are four main types of applications for games - skill and chance is one. If you do not recognise such a thing, then you cannot EVER fully understand the word game for what it represents.



Do you have ANY idea just how many games of chance exist?



I'm sorry - but your own subjective opinion of what games are, is not consistent with how the word is used, and therefore wrong.



P.s. Blackjack is a competition - not a game.

Laurie Cheers
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I see. So you claim that "as the word is used", Snakes and Ladders is a game but Blackjack is not?



Wikipedia says: "Snakes and ladders, or chutes and ladders, is an ancient Indian board **game**". "Blackjack ... is the most widely played casino banking **game** in the world...".



I'm sorry - but your own subjective opinion of what games are, is not consistent with how the word is used, and therefore wrong. :-P



I wouldn't have a problem with saying "For the sake of argument, let's divide activities into certain subgroups, and call one of those groups 'games'." But it's ridiculous to say that the widespread use of the word 'game' to refer to activities outside that group is 'wrong'.

Vin St John
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I agree with Darren's general philosophy that we need to do a better job of understanding WHY things stick out as bad to us. Often it's because our definitions are gray or inconsistent. I disagree, Laurie, that the fact that these things are both referred to as games really makes them the same thing, or that they both take on all the same qualities of all games. That's probably not what you were attempting to say, but that's what it sounded like.



But Darren, come on, ease up. Laurie is clearly an intelligent person who is holding her own in this conversation just as much as you are, but you are coming off as very unnecessarily condescending here.

Darren Tomlyn
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@Laurie



The casino & gambling industry has been using the word game *incorrectly/inconsistently* as a matter of 'propaganda' for decades/(centuries?) and beyond - precisely because it is in their interests for people to perceive all the events and activities in a casino as such - to believe that they have more power and influence over the activity than they actually do.



Roulette, for example, is merely a form of lottery - (a competition) - and therefore not a game at all. Blackjack/Slot machines etc. ALL exhibit similar behaviour, if you can recognise such a thing.



Blackjack is a *symptom* of the problem we have with the word game - in this case a matter DELIBERATELY created to take *advantage* of people's lack of recognition and understanding of the word game and what it *must* represent based on how it (or it's equivalents) has always been used.



They've managed to persuade people to call gambling (regardless of any actual behaviour involved) 'gaming'. If you do not understand or recognise that such behaviour is NOT consistent with how the word game is or has been used within the language in GENERAL, and therefore why its influence as such is going to cause problems due to such inconsistency, then I cannot help you.



Blackjack etc. can therefore be considered a 'gaming' activity in that it involves gambling - but this does not turn it into a 'game' if the application of behaviour it represents is NOT consistent with how the word game is used in such a manner, which it is NOT.



The lack of understanding and recognition of the specific application of specific behaviour the word game represents both in isolation, and in relation to that represented by other words, (puzzle/competition etc.) is the reason WHY the gambling industry has been so successful with their propaganda, that you, yourself, (and many others, including dictionaries and encyclopedias), have fallen for it.



Incorrect, and inconsistent DICTIONARIES & ENCYCLOPEDIA'S are the main reason WHY we're all having such problems in the first place! Yes - I'm telling you that Wikipedia is WRONG, as is the Oxford English Dictionary etc..



@vin



I'm sorry if I do come across as condescending, but we're talking about such fundamental matters concerning games and what they are, that if a person came onto a website about the creation of furniture and said they don't recognise furniture to be made out of wood, then they'd probably have the same problem.



As I've been saying - getting confused between WHAT the word game represents, and HOW it is APPLIED, is a really big problem at this time, which Laurie is demonstrating.



Our definitions of the word game are inconsistent with it's use for some very good reasons, however, and that is what my blog is here to explain - how and why such a situation has appeared. It is not yet complete - (I'm working on the part about competition/competitions atm), but it should be enough to fully recognise and understand the basic problems and symptoms it has caused.

Sting Newman
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An easy way to talk about game mechanics is to talk about what you imagine an awesome game is or the most awesome moments in gaming.



You'll find very easily that games are about _things we fantasize about doing_ to some extent. You can't talk about specifics because specifics get into aesthetics and the 'funciton' of a game like how a car feels to drive in need for speed porsche vs need for speed most wanted.



The 'abstract mechanics' (like how a car drives) can only be FELT by the user/person playing the game. For instance I don't like NFS shifts driving mechanics at all, I hate how the car slides around way too much too easily compared to 'normal' nfs games.

Joe Cooper
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If I get it right, basically what we're talking about with achievements and bonuses for playing is something like the game stopping every so often to say "you are awesomes!!!"



I don't know that this is all so magically mind-controllingly effective really. The testing scheme they do is actually something Amazon.com has done with simple things like the design of their purchase button, way way back in the day. It tweaks up performance, but I'm suspicious that it'll actually do anything on people who wouldn't otherwise play the game.



I mean, I gave Farmville an honest shot for a few weeks because a friend of mine was playing it, and while I could "get" it as a game, I just got bored with it. It didn't have quite the emotional resonance with me that it has with some people; the feel of making all this awesome looking food grow.



But for those people it jives with, Farmville is likely the first such game they've ever encountered.



I only knew what Harvest Moon was because I saw it in a Nintendo Power many years ago. Everyone I've known playing Farmville was an individual who would've never touched a Nintendo Power or even gone into the game store to explore; these are people who, while such farming sims exist, would never have encountered them. They are, at risk of sounding sexist, all ladies, minimally a bit older than the demographic that grew up with Nintendos at home.



Then Farmville shows up in a very convenient spot.



I don't think it would've been nearly as successful as Elvin Space Marine Commander Dragathor's War McShootemdead. Case in point, it does seem to be a hundred bajillion times more successful than their own previous games.



Maybe some of their stat-craft really made their business shine but let's not overlook that they made something that _is_ a game, resonates with a large demographic that hasn't thought to play any computer games, and then made them all aware of it using that social networking announce everything tactic.



I cannot see it as any less of a game or any unhealthier than many of the games I've played from the 80s, 90s, 00s and feel intellectually honest at all.

David Alpaugh
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Nice article. I think you've touched on a very deep question with broad implications. I was actually reminded of John Stuart Mill's argument that certain "higher" pleasures can be shown to be better than the lower, base pleasures because men who had experienced both always preferred the former. When I first encountered that argument it struck me as elitist, and I felt that Mill was simply using reason to come to a conclusion which made his own preferences objectively superior. And that is, of course, the obvious rejoinder to arguments such as yours: who are you to say which type of gaming is "nutritious" and which is "empty", or something along that line.



I think it's even harder to disparage certain types of games as being inferior, since the thing under consideration was created specifically to trigger reward circuits. It's not like, say, spending all day every day watching TV and eating donuts. Those activities would have real, negative consequences for your health and cognition.



But playing "unhealthy" games? In essence you are just triggering different reward circuits for the FarmVille player than for, say, the MMO player. Sure, in the latter case the circuits might be more complicated and involve much more "high level" thought processes and such. But unless you believe that games should serve some additional function beyond being fun - say, keeping your mind sharp or improving some real-world skill - then I don't see how you can begrudge some games for providing that fun in a different way.



Perhaps a better analogy than food is music. Somebody who has developed a taste for very obscure and complex music may look down on the simplistic tunes you hear on the radio. And that's understandable. But there is no objective basis on which he can say his preferences are "better" than somebody who likes pop songs. The point of most music is simply to entertain, and if it does that it's "good" to somebody.



The point of most games is to entertain as well. Some of us may prefer a more complex, cerebral challenge, while others prefer predictable rewards that they don't have to work for. I see this as being more as a subjective, personal-preference thing, like music, than a nutritional-vs-unhealthy thing, like food.

Shreerang Sarpotdar
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Very interesting way of conceptualizing, and I agree.



The problem with Farmville is not the content but the reward mechanics.



I'd love to see a developer attempt a AAA title on farming, with scalable difficulty and achievements and all that. As long as it was sufficiently gamey and not a real-life farming simulator, and easy to play, I could see the casual gamer audience pick it up. Competitions with neighboring farmers and so on. Achievements and trophies for getting the best corn output. And of course there'd be the inevitable demand for the sabotage farm option from the hardcore gamers :)

Randy OConnor
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Our goals when we work on a game's mechanics are to make the game run as smoothly as possible. So we test what we've built, we see whether people understand it or can learn it or hate it. These "abstract" feelings are generally an intuitive issue, but the goal is to get other players to feel what we feel when we play or imagine the game.



Now say I have an idea that I think strengthens the core mechanics, makes it more ultimately rewarding, but we find that people cannot get over a hurdle to learning it. Or perhaps only 30% enjoy it. Well then, should we put it in the game or leave it out? I recognize that such efforts are ultimately showing us the split between so-called "hardcore" games and otherwise. I mechanic that takes patience and effort to learn is generally considered "hardcore". Would you guys agree? And hardcore is more niche, and pushes people off. But the reward for a more difficult mechanic is a higher mental or physical state. I don't know this, so this is just conjecture.



There's an idea that mindless fun is fine, and I certainly can't oppose it, I spend lots of time trying out "mindless" iPhone games. But I think our definitions of mindless fun are really vague. I'm guessing plenty of the games we lump into that category aren't actually mindless. Minesweeper, which I love, is fascinating because it has a few layers, slowly opening up the board, then balancing, like poker, the chance that a block is deadly with the awareness of how many of the mines still remain. On a small board it's very easy to wrap our heads around it. At the same time, on the big board, you reach several points in the game you just have to guess, there's no getting around it. So is that mindless or meaningful and do we call Minesweeper a hardcore game?



In regard to making Farmville shine, I definitely think they had a solid mechanic, but a large part of the success was Facebook notifications and the micro-transaction system and the little moments of the game that are just there to say, good job, you're playing our game, now tell your friends you're playing our game. I would be very curious if people played it if it didn't have social pressures, if it had a singleplayer mode. (I'm sure Zynga has tested a retail copy...)



@David: I stand by my food comparison. :) The reason for that is because, although a music lover, I've never had the compulsion to listen to music to my own detriment. Sometimes I love a song so much and then I will listen to it, literally, 40 times in a row. But the next day I'm done. I can never do that second day. At a point my mind has taken all it can from music and I need a break.



When I eat a twinkie, I enjoy them; they're sugary and kinda light. If you said there were no repercussions and handed me four more, I would eat all of them. Bad food, people will keep eating until we have an obesity problem in our country. At a point with fruit, I'm set. I love fruit, but I stop, I've had enough. But it's way better than a twinkie.



This same scenario happens with games. I can't justifiably say Farmville is bad as a game about growing food and waiting for it to grow and decorating. But I do believe that through constant adjustments and additions and lots of careful analysis, they have taken a game that was simple, not too deep but with some interesting options, and laced it with sugar. Through mechanics we are able to lead the player on. We love rewards that are five minutes out. Or just coming back to a game we know we'll get that extra little juice.



Do I think there are core game mechanics that may be unhealthy, I'm not certain, I think play by itself is a wonderful thing. But I am certain that there are ways to get a player to come back to your game, and overuse of these I think is destructive.

Laurie Cheers
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Ahhh.... thankyou, this comment actually articulates your point much better than the main article did.



Healthy food is self-regulating. If your diet is healthy, you can literally eat as much as you want - because when you've had enough, you've had enough. The food has actually met your body's needs.



Unhealthy food is food that does not meet your body's needs. You can eat and eat, and never really feel satisfied for long - your body keeps telling you it needs something more.



If we extend the analogy to games, and mix in a little bit of Raph Koster's theory of fun:



Healthy games are self-regulating. The reason to play a healthy game is that you're learning something, and learning is fun. When a healthy game has nothing left to teach you, it becomes boring and you stop playing it. Tic-Tac-Toe, for example, is a game that people tend to grow out of very fast.



Unhealthy games are endless. The player doesn't really learn anything from them (once the tutorial is over), but they have a mindless kind of appeal. Isn't it fun to ride the roller coaster? We'll give you a coin if you ride it ten times, keep riding! Don't think you're wasting time... you're doing it to earn that coin!





So I would classify Chess and Starcraft, for example, as very deep (perhaps endless) but still healthy games. If I've only got one opponent to play against, and I always beat him easily, I'll find the game boring. I've stopped learning.



I haven't played Farmville, so I'm not sure if there are any conditions under which it would become (more) boring. I'm sure Zynga have metrics for it, though...

Darren Tomlyn
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@Randy



The biggest part of making a good game, is that it's CONSISTENT.



The word game represents a specific application of specific behaviour - (people competing in a structured environment by writing their own stories).



If the rules of a game - it's structure - isn't consistent, then people generally have problems. The difficulty of a game itself ISN'T a problem if it happens to be consistent - if it's not - if you run into a brick wall etc., then that's bad.



As for the behaviour itself - as I've said - THAT is the problem you see - whether or not you understand it. Games are only about people doing things FOR themselves - (writing stories) - interacting with stories being TOLD, is therefore NOT a game, but a puzzle. Competing to be TOLD a story is a competition.



Minesweeper involves interacting with a story being TOLD - it does not involve a written story, and is therefore a PUZZLE, not a game.

Christopher Aaby
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I totally agree with 99% of the article... but I have to ask.



So what?



Why is more / deeper challenge any better than simple, mindless clicking a button to get bright flashing colors on the screen?



I personally hate games like that. I approach games as artworks, that I study and revel in, show off to people, try to figure out, etcetera. But I don't want to commit what we might call the "elitist fallacy" (terms are being coined here, left and right!), by assuming that my preferences in games are somehow inherently better than the simpler pleasures.



As a game designer though, I will always prefer the elaborate, deep and challenging design.

Randy OConnor
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Good question, I think I probably don't voice my exact concern as well as it goes in my head, but my problem is not with simple mechanics, my problem is when a mechanic is added beyond the core of the game to pull people back. I realize people can do whatever they want, and indeed, one of the games I'm working on is a one-button, flashy game with lots of positive feedback for just tapping the screen. The depth is very limited. And I really enjoy the game.



What I oppose is the idea of telling someone that, if they play my game on ten separate days, that they get a new gun. That rewards them for playing, but it really becomes tedium just so they keep coming back. I think that is pretty much the same mechanic as daily lotteries or plenty of achievements out there. When I play for an achievement, I usually seek out the ones that are already in-line with my play style. But for plenty of people, getting that higher gamerscore and such is important enough that they play beyond actual enjoyment. They play for points and coins and crap like that.



Neither the game or the points matter in the end, but I want someone to play for the game rather than the points, whether it's simple or not.



And these are really just design goals that speak to me and want to express, they aren't be-all end-all thoughts.

Christopher Aaby
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Ok, well, I think it's important to point out that these are principal design values for you, and not "inherently bad" practices. Because again, I would point out that the people who are achievement whoring (I believe that's the correct term?) do actually get pleasure out of that, even if it's not a kind of pleasure which is intrinsic to the game (it might be social competition / profilation, something like that).

It's unfair to say that these points "don't matter in the end", but it's fair to say that you want people playing for the game and not the points.



An interesting tangential example - Starcraft 2. In Starcraft 2 multiplayer, you have a "bonus pool" of points, which goes up with time. The more time passes, online or offline, the more points you get.

When you win a match (not when you lose one!), you are awarded a number of points for winning, *and* an equal number of points are transfered from your bonus pool to your profile score. In this way, your bonus pool can reach zero, and will not have an effect until time has passed of course.



What this does is that players who have been away from the game for a while will have a way to catch up with the point inflation which has taken place in the scoring tables (scores go up perpetually and rarely drop), and it gives them an incentive to come back and play, because they will have an advantage over regular players at their own rank.

Since this system itself introduces inflation, I think it's fair to say that it mostly exists as an incitement to keep players coming back.



What are your feelings on a system like that?

Randy OConnor
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I have no problem with a system that's built to protect against inflation. It still requires effort on the part of the player to win those points. It's not reward without effort.



You're right, I can't say achievements are inherently bad, and I never did, everything is shades of grey. Achievements are recognition of all those other little tracked stats that you weren't rewarded for by just beating the game. But somewhere I am guessing the allure of them caused marketing and management to require more of them everywhere, rather than just using them smartly.



I want every developer to think about what they are doing when building a game, so I come to this space with my convictions.



Achievements don't matter. Playing videogames doesn't matter. But that is how I chose to use much of my yesterday. And I choose to use my working time to build games. Sometimes I feel the urge to make stuff that has a message, other times I just take joy in the sheer mechanics of making a game where you light zombies on fire.



But in the end, what matters is that I respect the gamer. That's my guiding rule. I never want to put something into the game that I wouldn't want myself (as a gamer).


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