Call me old
fashioned, but when I heard that in the younger levels of soccer we no longer
keep score so as to not give the players performance anxiety, it made me
skeptical. Isn’t a point of playing sports to learn how to win and lose with
grace and dignity? To make our kids understand that losing should be used as a
motivation to get better and that success isn’t cheap? Not keeping score still
to this day feels wrong to me, because I feel it devalues the experience and
misses out on an opportunity to teach an important lesson about competitiveness
and success.
It’s pretty
much the same thing with gaming. I was having a discussion after class with a
few students and I was complaining that games were becoming increasingly easy.
It’s an old favorite of mine: when the risk versus reward is skewed towards
consumerism and easy payoffs, it spoils the player. If you do it often enough
over a long enough period of time, I feel it creates bad habits towards effort
and the value of perseverance and, ultimately, success.
Last year I
was having a discussion with my 12 year old about a game we both played and I
asked him if he enjoyed it. His response was eye opening. He said ‘I finished
it, so I enjoyed it’.
On what difficulty setting? ‘The easiest’.
So your
enjoyment comes not out of playing the game but of the fact you played through
it? ‘Indeed it is’.
So if a
game is too hard? ‘I play something else’.
What if you
enjoy the story, the play style of the hard game? ‘If I can’t finish the game
fast, what’s the point?’
What’s the
point? Really?
This is
what I call the toaster conundrum: you remember those old toaster that our
grandmothers used to have? The ones with two doors where you had to manually
flip the bread to get both sides roasted?
Those
things last forever! They were made from steel and had as little moving parts
as possible, to lessen the possibility of it breaking. Unfortunately, since
they lasted so damn long, the company didn’t sell as many as they could have if
they broke more often. This planned obsolescence is now a given in the
industrial world, and now we make 10$ toasters that are cheaper to buy but last
just long enough to get us to our next payday. It’s disgustingly wasteful.
And this is
where I see the gaming industry going.
New games,
lesser content, cheaper to buy. Buy more often. Rinse and repeat. I can’t blame
them. I’m an economist, they’re just supplying a product that consumers want.
But it may be having an adverse effect on the people who grow up with those
games: it’s making poeple lazy, as players and possibly as human being.
I was at a
conference last Friday and one of the presenters, HEC Montréal professor Pierre-Majorique
Léger, was talking about cognitive flow. This is a fascinating way to view
optimal playing value in games depending on difficulty and experience (a cool
article on cognitive flow by Sean Baron: http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php)
Here is the graph that had me thinking:
Figure 1: Flow, boredom, and anxiety as they relate to task difficulty
and user skill level. Adapted from Csikszentmihalyi, 1990. (Sean Baron http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php)
The
question I asked Professor Léger was: ‘what if the flow part in the above
graph, from generation to generation, was slowly inching into the boredom
section?’ What would that do, from a gaming industry point of view and, more
importantly, socially speaking? What signals are we sending the next generation
about overcoming hurdles and valuing success?
No one has
an answer. It’s too big. Fun to think about though!
Actually, I
might be wrong about the ease of newer generation games. I don’t think I am,
but I could. It could actually be interesting to do research on that subject.
Hmmm…Maybe go to Metacritic, and analyze the number of times difficulty-related
words (hard, easy, frustrating, pleasure, enjoyment, etc.) are used in critics
over different games that came out in various years. See if the difficulty of
games is more prevalent in reviews 2014 than it was in the 90’s.
Seven
hundred words later and all I am is worried. Worried about my clone army (my
kids). Worried that they will choose their games not by the awesomeness and the
challenge but by the ability to finish it in as few hours as possible.
My wife
keeps talking about how sugar is now the number one epidemic in the world,
killing more people than any disease ever has: obesity and heart disease and
diabetes and sugar addiction and so on.
What if
easy games are the brain’s version of sugar?
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