RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.

Posted on Sep 29th 2014 at 03:04:23 PM by (slackur)
Posted under Why do I keep playing this game, will I ever get tired of Tetris

[img width=636 height=358]http://i.kinja-img.com/gawker-media/image/upload/s--kIlJenQf--/lf4j5ck0puv41zl3dodl.png[/img]

Funny thing about us humans, we do a lot of things without asking why we do it.  The same goes for continuing to do something without asking ourselves if we should have stopped long, long ago.  For all of the things humanity has studied with great introspection, one thing most people tend to be terrible at is questioning their own actions and adjusting their lives accordingly.

If there's a whirling fan, someone's put their finger close to it.  If it exists in the material world, it's been in someone's mouth.  If you have young children, you learn daily how the simplest task can go horribly awry.  And to the point of this article, if you're a gamer, chances are at least once you've stared at a Game Over screen and wondered why you feel compelled to press a button to continue.



On the surface is an obvious answer; would I suppose I'd still have fun if I keep playing this game right now?  It's a pat answer that doesn't hold as true as we may immediately assume.  Have you died a thousand times on that same level, and is it 'fun' to want to finally complete it?  How about the endless 'grinding' of some RPGs, MMOs, or Free-To-Play games?  How about the quest to do something you do not like in a game just to nab that Achievement/Trophy?  Some gamers could answer yes, that it is a 'type' of fun, or admit that it isn't really the same 'fun' as, say, getting first in Mario Kart or pulling off a risky strategy in StarCraft.  But I'm not arguing about how to classify something as amorphous as 'fun.'  What about the compulsion to continue when we admit we're really not 'into' the game or section of the game we're playing?

If you've played Destiny, you're familiar with the infamous "Loot/Treasure Cave."  Until it was patched out, it was a section of the map where players could camp a short distance away from an enemy spawn point and continue to shoot at low-level baddies as they appeared.  The idea was that this was the simplest method for gaining rare drops from enemies, a quick setup for 'farming' the random number generator to get Legendary gear.  Even by using this method, hours upon hours could be spent without any 'success' in terms of character progression.  This methodology for character advancement is as old as games that allow character progression.  Indeed, for some, learning a way to 'game the system' is more entertaining than the game itself.  But I'm more interested in what compels a player to do this; why do we press play if we're past that 'fun' stage?

In the earliest days of video games, most titles were a competition between two human players.  Tennis for Two, Pong, and the 2600's immortal pack-in Combat were designed around competition between individuals.  In terms of single player focus, the main hooks were the scoreboard and an unspoken but general guarantee that difficulty would increase with advancement.  Mastery was displayed by a numeric value, an easy reference between human or even personal challenge.  The closest a player could get to an 'end' besides losing would usually be a programming limitation such as Pac-Man's infamous kill screen.

[img width=184 height=274]https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcTLV9kDeo3qCqrbLAt_u4gIticahL8m84dCHpbYpHZC6pL6aVR5CQ[/img]
Not all kill screens are equal.


Later, as the technology progressed, games like Adventure, Haunted House, and Super Mario Bros. contained a definitive progression arc.  There was a beginning, middle, and end that could be 'completed.'  These games still tended to 'loop,' with tougher designs implemented so players could continue being challenged and have fun after effectively 'finishing' the game, but they could be considered 'beaten' in a way that Space Invaders or Missile Command could not.  Hence early on, game design developed with either the intend for a game to be finite in terms of progression, or the old standby of infinite score-chasing. 

Naturally this continues today; RPGs, cinematic adventure games, and narrative-progression games have a story to complete, and modern takes on shmups, puzzle games, endless-runners, and others continue the fine tradition of a never-ending score hunt.  In the last few decades, a strange hybrid has emerged; games that reward in-game progression but do not really advance the core game.  The Diablo series and the Phantasy Star Online/Universe series, for example, are considered by many to not really 'start' until the main story arc is completed and the end game is endlessly repeated to achieve better gear to continue playing... for better gear and harder difficulty.  The narrative has ended, but the 'fun' is now replaying the same design in hopes of new loot, used to go back and repeat.  The 'score' is not a number in the traditional sense, but a result of a sort of lottery played in-game long enough to achieve desired virtual items.

MMOs use this often addictive hook to keep players long after the bulk of the game's other content is explored.  Other game designs have also adopted this model over the years, perhaps most famously in the Call of Duty's progressive unlocking system for multiplayer.  This system is now so ubiquitous, an FPS rarely releases without such a design model.  It is, like the virtual merit badges of Achievements and Trophies, a staple of modern gaming, and an incredibly successful one at that.

[img width=284 height=178]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSN5EigvdFbTBUf0FfrYCiCMSPELIxq0ASWkNQxLZ5WpdtnNodpdQ[/img]

And I'm not here to knock it; many folks spend many, many, many, many, many hours doing this grind.  It's how these games are considered fun.  And I can occasionally get sucked into them too; I'm guilty of putting some time into the ol' Loot Cave.  I have to admit, I personally wasn't really having fun, and I only did it for a short while, with the intent to prepare for latter content to be released for the game instead of 'maxing out' the current content.  It didn't take long for me to decide to move on to other games calling my name.

And that gets me to my ultimate thought on the whole progression/grinding/are-we-having-fun element to video games.  Everyone's going to enjoy games differently for different reasons.  Some have the patience and tenacity for a Dark Souls or Battletoads.  Others whittle away at more Prestige ranks.  I myself have leveled Final Fantasy characters to ridiculous levels.  What's fun for some is terribly boring for others.  But in the end, I want to stay vigilant about how I spend the precious commodity of leisure time.  It can be an easy trap to play long after I'm really enjoying it, when I could pop in something else and have a better time.  That means occasionally unplugging my head from the momentum of gameplay and a game's player expectation, and ask...........Continue?   Smiley 




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Comments
 
I've been on both sides of the coin when it comes to this topic. When I was a little younger, I was heavily into Warcraft and would spend hours questing, grinding mats, and selling wares to ensure that my gear was as good as it could be (and then of course...expansions came). Of course, there was always someone with something better and being married, I had to try and strike a balance between my addiction to continue playing and spending quality time with my wife. When my first kid was born, things changed and I sort of put away achievement and gear hording games in favor of those that I could more easily pick up and put down. In both instances, I think that there were always reasons for "continuing" and I agree that everyone has their reasons for doing so. I also use to spend hours upon hours grinding just to max out characters on the older RPGs, for what reason.....who knows?  But, I can definitely say that it wasn't out of boredom. Sure, it was nice having a lot more "self-serving" time as a gamer, but I don't feel that there has been any sort of drop off in my enjoyment of games. The main difference is the type of games I gravitate more to now,mainly single-sitting games or shorter RPGs with ample save points.
 
I'm playing through Dark Souls now (happily I my add), and I ask the same question about those that complete the game and then spend endless hours in the PvP combat. It's not for me, but it goes back to the competitive side of gaming at its origin. For some, moving on isn't what it's all about.

I've got no issues with some grinding, as repetition can be strangely soothing sometimes. In most RPGs I really enjoy, I thoroughly over-level. I find that it makes the rest of the game more enjoyable. Does that sometimes mean exploiting the game? Of course! Why should I not progress in the most efficient manner possible? It's part of the meta-game.

I don't play Destiny, but I don't think patching the Loot Cave solved anything. It just shows that the designed method for grinding is inefficient, and actually less fun than shooting a cave.
 
I think I spent a great deal of my youth not asking this question, but simply playing everything according to how I thought they should be played:  Squeezing ever bit of gameplay from every game I owned.  It took me a long time to understand that I no longer had to wait out for Final Fantasy 3 while playing through Inindo and Lagoon, but should be able to play through any of my games in any way I wanted and be happy with it. I finally understood something a good college professor once told me:  "You can't watch every movie.  You shouldn't."  At the time I though he literally meant watching every movie, but I really thing he meant sitting down and really absorbing a movie.  I've since applied this philosophy to my own gaming habits and I think I'm really starting to enjoy gaming again.

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