Showing posts with label MMOs. Show all posts
Showing posts with label MMOs. Show all posts

Saturday, October 3, 2009

Watch this video twice

Dan Pink talks about how to motivate people. It's a 20-minute chunk of a lecture. Go watch it here. I'll wait.

(Pause for you to watch it. Really. Seriously.)

Cool stuff, huh? I'm usually not much for business-guru-of-the-week stuff, but I appreciate Pink's reverence for actual academic study, rather than just collecting a bunch of anecdotes and calling it "Succeed to Motivate, Motivate to Succeed" or something like that.

As a guy whose career has been firmly ensconced in the right brain, suffice it to say that the notion of a work setup with lots of autonomy, mastery, and purpose...yeah, I'd sign up for that.

But that's not what intrigued me the most about Pink's speech. Try this experiment: Watch the video again, but every time that Pink says the word "business," mentally bleep it out and dub in the word "games."

(Yeah, another pause. Really, dude, go watch it again.)

If you accept the conceit that games are motivation structures (they're more than that, but they certainly are that), then a lot of the lessons from all those studies Pink cites hold for game design, too.

In other words, unless your game is largely mechanical (like, say, Asteroids), you probably shouldn't be keeping score. As one of those studies said, as soon as you demand rudimentary cognition, the score is going to mess people up more than it's going to motivate them to keep playing.

And that's not such a radical notion, really. What's the best-selling computer game of all time? The Sims, right? It's a sandbox game--lots of autonomy there, reasonable amounts of purpose (even if it's self-directed), and mastery...hmm. Maybe not so much mastery there. But still--there's no score in the upper-right hand corner.

And what was the best-selling PC game of all time before that? Myst, I think. No score there either. Hell, that game (which I adored) barely has a visible UI.

The notion of designing an electronic game with lots of autonomy, mastery, and purpose--I'm not sure that's any harder than it is to design a sharply balanced, mechanically intense game. MMOs pull off the autonomy/mastery/purpose thing with greater or lesser degrees of success all the time.

And tabletop RPGs...this is where D&D players break their arms patting themselves on the back. "We've never kept score," they'll proudly say. "We're all about the autonomy, mastery, and purpose." And for at least some tables, that's largely true.

Here's what I wonder, though:

• Electronic games of all stripes are rife with achievement systems. Is this just traditional scorekeeping with a fake beard? And all the gamertags out there festooned with achievements, medals, etc....is that just a metascore? We assume that achievement structures motivate. It's true that they direct behavior, but do they truly motivate the way we think they do? I'm unconvinced. I think they might provide more direction than thrust.

• Tabletop RPGs are notoriously difficult to teach (and they aren't helped by traditional RPG intro products). I wonder whether that's because it's harder to "teach" a rules set with autonomy/mastery/purpose than it is to teach a rules set with contingent motivators.

Out of Context: "I seem to have a lot of nutty professors in me."

Thursday, August 27, 2009

Getting Back to the 'Roles' Thing

OK, let's recap:


• There's nothing inevitable about Tank/Healer/DPS or Defender/Leader/Striker/Controller.

• You can't find good examples of those roles in the fantasy literature that inspired D&D (and thus MMOs). You can't find it in comic books or Star Wars, either.

• Tanks emerged because early D&D created a popular class (the magic user) that could not survive under ordinary circumstances.


Which brings us to...


Whither Healers?


I'll be brief here, because the healer role grows from the same root as the tank role, only more directly: Gary Gygax's simulationist streak.


The simulationist in Gary followed a very reasonable line of thinking: If you get stabbed nearly to death, it should take you days or weeks to recover.


What could be more reasonable than that? It makes perfect sense. But as anyone who has run a long-term campaign knows, long recuperation times can be hell on the ongoing narrative. It's no fun to clear out half a dungeon, then come back after a few weeks to find that the dungeon has realistically been reinforced.


It's worse if some players need to recuperate, but others don't; that's a recipe for splitting the party. And those long recuperation times wreak havoc with any sort of time deadline before the Great Evil Event happens. As a DM, you want that tool in your toolbox.


And it's just as bad on the NPC side. It's not exactly good drama for the PCs to nearly beat the Big Bad Evil Guy, then retreat, then come back a few days later and stab him as BBEG lies there in a hospital bed.


Gygax-the-simulationist wasn't going to allow unrealistic natural recuperation. But if magic is involved, then verisimilitude isn't threatened and all is well, right?


Thus, the cleric: A class that's mandatory not so much for in-battle healing as for its plot-saving fast recuperation. Even a single cure light wounds each day means vastly less time in the village and away from the action.


That's why for 35 years, having a cleric was pretty much mandatory (and even in 4th edition, having a leader makes life a lot easier). Without that healing (or a small fortune in consumables), you ran out of hit points, and then you ran out of fun. You had no other way of getting those hit points back quickly--in combat or between battles.


Gygax's desire for realistic natural healing yields a class (the cleric) that becomes mandatory because it keeps the plot from grinding to a halt for hospital time. MMOs pick up the healer role when they pick up D&D's role differentiation. And bingo! We have another role that seems like it's always been around, but really it's just rooted in a simple but profound design choice made back in the '70s. Had Gygax said, "Screw it--you get your hit points back after a turn (10 minutes) resting," you wouldn't have your leader role today.


Next: Alternatives.


Out of Context: It is indeed considered disrespectful to climb me.

Music: Ba Cissoko, Electric Griot Land