Showing posts with label psychology. Show all posts
Showing posts with label psychology. Show all posts

Sunday, 26 January 2014

What maketh the 'game'?; problems with 'difficulty'.

This piece was instigated by Shivoa's take on this article for ARS technica (and Wired). As usual, I've tried to deconstruct the concepts involved (for the sake of: "If you can't say it clearly, you don't understand it yourself" - John Searle).

So, does a 'game' (as in, a computer game), by definition, require a level of 'difficulty'?: Obstacles to overcome...

I think successful games are those that manage to mirror the configuration of a player's mind: An artefact image refracted through the prism of human senses and perceptions. On the finest (most literal) scale this means presenting concepts that arouse the individual's attention (i.e. interesting memes). But also, from an overarching structural viewpoint, the form of the thing (this 'game') should sync with a player's reward response. Biology...

Human physiology (like most mammals) evolved to provide a stimulus reward for achieving tasks that benefit the organism (well, more accurately the transmission of their genes, but gloss over that). A similar, smaller squirt of dopamine is also released during failure, when the goal is nearly reached (so I've read). This is why many persist at gambling, and slightly unbalanced brains can become addicted. It's also why gamers so often enjoy 'difficulty'.
DOA; addictive while it lasted, Trials 2 quickly got too hard for me!
However, frustration wins out (during failure) when the end-goal appears unattainably far. Depression probably dampens down dopamine release/transmission, thus making all goals more distant, thus a depressed individual will struggle to engage in previously fun things, and struggle to persist in general.

Adaptive difficulty attempts to milk this near miss response (re-calibrating it's obstacles to make players keep reaching, just so). The such systems risk more than distracting the player, if they notice: If the pretense of the game's scenario is lost, it's like watching a badly shot fiction movie where you keep seeing accidental glimpses of the production team and their equipment. Without that invisible 4th wall, an individual will struggle not to perceive events quite literally: moving patterns on a screen, empty of meaning and/or relevance.

So, a 'game' requires: