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Quiet Babylon


Points for Everything!

April 12th, 2010 by Tim Maly

Over the weekend, I finally watched Jesse Schell’s DICE 2010 presentation: “Design Outside the Box“. I’m told that it was a huge hit at SxSW. I’ve embedded it below.

It’s 30 minutes long, entertaining, and worth watching but in case you are pressed for time, here’s a summary:

  • Ultra-casual games like FarmVille, Webkinz, Mafia Wars and Club Penguin took the industry by surprise and are making enormous amounts of money.
  • Brian Reynolds should make a slot machine where if you win you get real money and if you lose, you get FarmVille money.
  • People are starved for authenticity and links with the real world.
  • Foursquare and other mobile apps seems like the next big thing.
  • Sensors are becoming cheaper and cheaper and are heading towards ubiquity. (Spimes!)
  • You think point programs and loyalty cards are a thing now? Wait until game designers get their hands on this stuff.
  • Some examples where game designers have redesigned systems with a gaming bent (turning grades from scores into experience levels).
  • An extended bit of design fiction where Schell imagines every action tracked and scored and how that might change our behaviour.

Prior art for a universal scoring system.

First thing: we already have a universal points system. It’s called money. Indeed, just about every example that Schell mentioned in his talk were systems by which we’d get points from corporations and governments that we could convert into money, discounts or tax credits, all of which are just money.

So what we’re actually talking about here is a ubiquitous micropayment system, which tracks your behaviour and rewards you accordingly. He’s talking about turning things into games by attaching a reward scheme to them.

Here’s the thing about Mafia Wars, FarmVille and all the rest. They’re objectively terrible games. They are incredibly tedious, repetitive activities gussied up with adorable (or lukewarmly bad-ass) graphics. There is little to no skill or strategy involved and the main path to advancement is to show up and click on things.

Indeed, the main profit centre for for FarmVille is giving players methods by which they can avoid playing the terrible game. You can either pay money to buy points that you can exchange for things that allow you avoid playing the terrible game, or you can look at advertisements you wouldn’t otherwise look at in order to get points that you can spend on things that allow you to avoid playing the terrible game.*

The lesson of these games is that a well-made reward scheme will get people to do all kinds of tedious fucking things. This really isn’t an exciting revelation. All those gambling addiction ads you see? Those are a consequence of the fact that a variable reward schedule will get some people to sit in front of a glowing box and press a single button over and over again until they run out of money. Casinos have this down to a science.**

Unbelievably comprehensive surveillance.

Back to the “ubiquitous” of Schell’s ubiquitous point scheme.

In computer games, the way that we can give you scores, points and achievements for the things that you do is that we know exactly what your avatar is doing at all times. Indeed the bulk of all hacking and cheating in games consists of giving the game bad information about where you are and what you are up to.

So what Schell is envisioning is a ubiquitous, perpetual, highly efficient surveillance society. Efficient to a degree that it orders of magnitude more effective than the worst fears about 1984. Is this plausible?

Well, on the one hand, people are already voluntarily giving out their locations to anyone who asks and voluntarily wear tracking devices so they can exchange bragging rights. On the other hand sometimes people are extremely reluctant to share. It’s a highly nuanced question, with very complex results.

If you can play it, you can cheat at it.

Let’s assume for a second that the right alchemy of incentives, fun, fad, and reassuring privacy policy can be found, and most of us choose to play. A lot of us are going to cheat.

We already do. We made the Game Genie a best-seller so that we could break our single player games. Every set of patch notes for every multiplayer game ever made includes changes made to close loopholes and code exploits that allow cheaters to teleport, fly, fire with perfect aim, and on and on. This is a constant battle waged over games where the gold, points, and scores have no real-world value whatsoever.

That’s just at the code level. There’s a social problem too. You can, right now, hire someone in China to play your game for you. These kinds of things are much, much harder to police and it’ll be much, much worse with real world games giving real world rewards.

Foursquare got their first taste of this when users started checking in from home. Their fix promptly ran afoul of mistaking legit check-ins for cheats. What happens when getting Foursquare points is valuable enough that it’s worth lending your phone or account login to a friend who bikes around the city collecting points for everyone in your crew? People will do it, that’s what happens. Did you hear about the US Dollar Coins exploit that gave infinite frequent flier miles? Ever considered cheating at Nike+? Here’s a guide for you.***

There are a lot of tools in the designer’s box.

The lesson here is one that economists have know for ages. Changing the incentive structure will change the way that people behave but it will rarely be in the way that you envision. People will poke at the problem and some of them will find the most efficient way to tackle it, and then they’ll post a strategy guide.

All that said, I’m pretty enthusiastic about turning the best parts of game design to the problems of the world. The promise of ubiquitous sensors that Schell mentions is that it will offer many new ways to make the invisible visible, to nudge us towards better habits and better behaviour. After all, what gets measured gets done, right?

But the emphasis in Schell’s talk on scoring systems – the bluntest, worst hammer in the game design toolbox – is the wrong approach. We already knew that we could get you to do things you didn’t want to do by offering a reward. It’s why we’re paying you to show up at work all the time.

I’m much, much more interested in using game design techniques to make the activities themselves more fun, engaging, and valuable. Instead of replicating FarmVille’s success at papering over a terrible gameplay experience with an effective reward scheme, what if we tried to replicate the successful mechanics of genuinely good games? Jonathan Blow examined this question much more eloquently in 2007.


Notes

*One might think that an easier way to avoid playing FarmVille would by to simply stop playing it. Well, I have a theory about that.

I grew up in a household that was fairly suspicious of television. TV time was very limited and so TV was only on when it was time to watch TV; I never got used to just having the TV on in the background. The result is that I’m helpless when there’s a TV on. I can’t help but stare when I’m at bar or whatever. Meanwhile, my friends who grew up with TVs in the background are perfectly able to ignore the things. The people playing FarmVille aren’t gamers. They haven’t built up an immunity. Gamers take a look at FarmVille, figure out that it’s a shallow game and go waste their time somewhere else.

I wonder what will happen when this kind of scheme becomes commonplace. I think there will be huge pricing crash. Don’t believe me? When was the last time you clicked on a flashing banner ad? How much attention do you pay to point reward programs? Did you collect Popsicle Pete Points, or Coke Points, or McDonald’s Monopoly tickets?

**The moment of hope is that game design techniques can be used for improving bad situations. The same techniques that get people to play the lottery? With a few tweaks, you can get them to feed a savings account. On the other hand, here’s a fun assassination game that anyone can play!

***We’ve hardly even started with the spime games and there are proto spime game hacking tools.

Scoring in Gymnastics

August 23rd, 2008 by Tim Maly

So I’m reading about the new Olympics Gymnastics scoring in Slate. It’s a compelling argument for making a scoring system which has no upper limit, rather than having some weird idea of perfection in what is ultimately a creative game. There is a “B” score which starts at 10 and goes down every time you make a mistake. Then there is an “A” score.

The “A” score measures the difficulty of the routine. A relatively easy move like a one-handed cartwheel on the balance beam adds 0.1 to your A score, while bringing off the astonishing Arabian double front layout rakes in 0.7. (And no, you can’t inflate your score by doing 10 cartwheels in a row; only the 10 most difficult elements are counted, and repeated elements don’t count at all.) Performing two or more elements in close succession tacks on “connection value” of up to 0.2 points per transition. The way to max out your A score, then, is to cram the toughest possible moves into your routine and pack them as tightly together as you can manage.

Guys, they have CHAINS and COMBOS in gymnastics now!

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Playing by All the Rules

July 10th, 2008 by Tim Maly

David Sirlin’s Playing to Win series of articles changed the way that I thought about games. Until I read them, I was a scrub.

Now, everyone begins as a scrub—it takes time to learn the game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, that one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game before he’s chosen his character. He’s lost the game even before the decision of which game is to be played has been made. His problem? He does not play to win.

The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevent him from ever truly competing. These made up rules vary from game to game, of course, but their character remains constant. In Street Fighter, for example, the scrub labels a wide variety of tactics and situations “cheap.” So-called “cheapness” is truly the mantra of the scrub.

I was a Starcraft scrub. I logged onto Battle.NET and only played “friendly” games marked NO RUSHING and whatnot. Every now and then, some jerk would ruin the game by rushing even though it said NO RUSHING and someone would disconnect in disgust. After months and months of play, I never got any better. It never occurred to me that it would be useful to make more than one Barracks (doing so doubles the speed that you can pump out Marines). I was totally inefficient with my resources. I more or less thought that rushing was unbeatable and totally annoying and game-ruining.

And then someone linked me to the Terran build order. Suddenly, I could defend against an early game rush. I started looking forwards to them. It turned out that most players who joined a NO RUSHING game in order to rush, didn’t have any skills past the first attack – they were relying on the other guy quitting in anger.

I’ve never had the drive to become anything close to a professional player, but Sirlin’s series (now a book) gave me a new understanding of truly competitive play. It taught me not to dismiss any move as “cheap” no matter the game.

There is a certain arrogance that comes from being a scrub. It’s the idea that you know better than the designers whether or not their game is balanced. It’s the lazy assumption that because you can’t figure out a better way, that there is no better way. It’s blinding yourself to whole rich fields of strategy and tactics. It’s weirdly choosing not to play the entire game and then blaming others for failing to make the same mistake.

It is in appreciation of the truly competitive game player, the one who understands in detail how the mechanics work and uses ALL of them, that I present the following, taken from a Snopes article about a truly strange soccer game.

Barbados needed to win the game by two clear goals in order to progress to the next round. Now the trouble was caused by a daft rule in the competition which stated that in the event of a game going to penalty kicks, the winner of the penalty kicks would be awarded a 2-0 victory.

With 5 minutes to go, Barbados were leading 2-1, and going out of the tournament (because they needed to win by 2 clear goals). Then, when they realized they were probably not going to score against Grenada’s massed defence, they turned round, and deliberately scored on their own goal to level the scores and take the game into penalties. Grenada, themselves not being stupid, realized what was going on, and then attempted to score an own goal themselves. However, the Barbados players started defending their opponents goal to prevent this.

In the last five minutes, spectators were treated to the incredible sight of both team’s defending their opponents goal against attackers desperately trying to score an own goal and goalkeepers trying to throw the ball into their own net. The game went to penalties, which Barbados won and so were awarded a 2-0 victory and progressed to the next round.

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‘deconstructulator’ is an excellent word

June 30th, 2008 by Tim Maly

Here is one of the most amazing glimpses into the behind the scenes of video game development I’ve ever seen: deconstructulator

This NES emulator shows how Super Mario Bros. sprites and graphics are stored both on the cartridge and in active memory. It’s really cool.

As a bonus, you get to play the first level of Super Mario Bros. and be reminded of how it’s one of the finest examples of a tutorial level despite (maybe because of) having no text, videos or scripted events. Watch how everything you need to learn is carefully broken down into logical bits, each one building on the last section of the level.

So good.

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Calibrating Difficulty

June 27th, 2008 by Tim Maly

David Edery on how hard (or easy) you should make your games:

Too many of us are still holding onto design philosophies that were born in the days of quarter-gobbling arcade games. Too many developers get most of their design feedback from QA teams made up of hardcore gamers who have played a game way more than most normal people ever will. Making a game “just hard enough” (be that very hard or very easy, depending on the person playing) is one of the primary keys to fun — and, I think, an under-appreciated way to significantly increase sales. It deserves more attention from our industry, even as we search for ways to incorporate meaningful, educational, and remarkable consequences back into our games.

I’ve long been a fan of the approach of having multiple difficulty levels at once in the same place, using things like optional badges, multiple levels of success and bonus objectives. The simplest form can be found in most racing games, which allow you to pass a race in 1st, 2nd or 3rd place.

Medals, optional missing objectives, secrets, collectibles, level (and game) completion percentages – all of these allow you to have more than one level of difficulty on the same map at the same time, which can substantially reduce QA time and other design problems that come from a situation where you need to run the same content more than once during testing because the rules have changed in some way. If advanced players have the same experience as regular players, except that they skip less, a lot less can go wrong.

David Sirlin’s excellent analysis of Donkey Kong Country 2’s secrets was the first writing that got me thinking this way. Time and time again, working on small games with tight deadlines and short QA cycles, we took advantage of this technique.

This is not to say that it’s impossible to do dynamic difficulty well. People smarter than me are already working on better automated ways of adjusting difficulty in real time and presumably, they’ve solved the QA problem. I wonder how they’ll solve the emotional problem. Some people love being frustrated by games and some people hate them. Until game systems can detect how mad you are, the system will have to err in one direction or the other.

A fixed difficulty with a range of levels of success is the best of both worlds. Instead of dynamically adjusting difficulty is that it allows the player to decide for themselves how difficult they want the game to be, in real time, in a highly contextualized way. If the one section is too frustrating, then they can ignore the side missions and just get things done. If another is going really well, they can reach for the gold. If it’s going poorly but they are still enjoying themselves, they can reach for the gold anyway.

Plus, it makes it easier to compare the size of your achievements.

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