

Blogger Nate Eagle writes on Monadology (named after the theory of monads proposed by Gottfried Leibniz (pictured, more of less) -- duh!) writes about how World of Warcraft didn't grab him. After playing for a few months at the behest of a friend, he makes the smart observation that "beyond a certain level of superficial art, there is simply smoothness". Well put.
But then he uses real life as a frame of reference.There is no more detail to be absorbed in an area than is immediately obvious, generally speaking, quite unlike the real world, which yields depths upon depths the more one peers.
This is an easy way to spot a non-gamer. Try showing a non-gamer how amazing Grand Theft Auto IV is and he'll point out non-authentic things in the pedestrian AI that you've long since stopped noticing. "Look, he's trying to walk into the wall!" Non-gamers don't understand the difference between game design and verisimilitude.The best experiences were with other players; interaction with them was, of course, complicated and unpredictable. But it was hard for me to get plugged in with anyone for very long. I couldn't play that frequently, and I played at irregular times.
Ah, well, there you go. Eagle has a real life. Who can blame him for not getting into WoW? But that doesn't stop him from analyzing videogame design.The whole point of designing [videogames] well is to curtail possible frustration, to limit the kind of problems that might cause genuine exertion, or to always provide alternative pleasures if certain ones are difficult.
Close, but no cigar. One of the smartest and most muscular comments I've heard about videogaming came from a talk given by a developer named Andrew Mayer at this year's Penny Arcade Expo. He described videogaming as "the art of enjoyable frustration".
This frustration doesn't exist in any other form of contemporary entertainment industry. You can't really compare it to the dramatic tension in a book, or the suspense in a movie, or the competition in sports, or even getting stuck on a crossword puzzle. Yet it plays a central role in videogames. One of the most important questions a videogame designer must ask is "How and how much do I want to frustrate the player?" If the answer is "not at all", it's time to make a movie instead.
Eagle cements his non-gamer status when he lapses into dorm room late-night bull session mode: "Dude, what if we're just sims and there's a gamer somewhere playing us and we have little skill meters floating over our heads that we can't see?" He concludes:I'll try to develop my eye for the invisible meters that fill my real world, a world of fractal-like infinitude, a world that will never fail to yield miracles to the soul that stops and looks for them.
Oh, my. Well, I suppose that's about what I'd expect from a blog named after a theory from an 18th Century German philosopher*.
When Eagle closes with a gibe about playing Freecell, it's obvious that he's simply a non-gamer who didn't have the time for World of Warcraft, which is true of many non-gamers with other interests. Still, I appreciate Eagle's comments. It's easy to get stuck in an echo chamber of gamers talking to gamers about games. And it could have been much worse. Consider this woman writing about videogames in an Olympia, Washington newspaper.Like most Gen Xers, video games always have been a big part of my life. In fact, I still love playing Frogger, only instead of a glass-top arcade table, I play it on my cell phone.
Frogger, huh? She later references her husband's "alien hunting or Army combat games". Sometimes mainstream media is just so cute.
Thanks dingus and Andrew Sullivan!
* Yes, I had to look that up, along with the spelling of verisimilitude.
By wrshamilton at 12:02 PM ON 12/01/08
This might be a weird place to ask this, but I'm having trouble sorting through the pile of raid-related abbreviations that is the official WoW forum - as a gamer who *is* getting into WoW, just now, after 4 years, does anyone still run the lower level dungeons, or am I supposed to just grind to 80? Had plenty of high-levels offer to just run me through the instances for equipment, but it seems like there's a fun part of this game I'm missing out on just because I'm a million years late to the party.
By Pogue Mahone at 1:46 PM ON 12/01/08
Quote: 'One of the most important questions a videogame designer must ask is "How and how much do I want to frustrate the player?" If the answer is "not at all", it's time to make a movie instead.'
Are you sure the word you were looking for there was 'frustrate'? I certainly look at gameplay for challenge but once it becomes frustration for me I'm much more apt to just put the game down and move on. I have many more demands on my time, and many more games to play.
I realize you and Andrew may consider that hair-splitting or semantics, but if I were to read an interview with a game designer that mentions he was looking to create a game with the intention of frustrating the player, I would wonder what in the world was going on in his or her head.
By salwon at 2:59 PM ON 12/01/08
I'd say it's semantics, but frustration might not be the right word. The key is what Vygotsky termed the "Zone of Proximal Development" - the game should be one step beyond the level where the gamer is currently comfortable. "Frustrating" in this sense translates to "challenging enough so that the gamer is not bored, but not so much that they quit and read a book instead."
By garsh at 4:35 PM ON 12/01/08
Wow, Tom. You sure were a huge douche to this guy. Congratulations?
If verisimilitude (or the absence of it?) is what's keeping Nate Eagle -- and his presumably numerous contemporaries -- from gaming, do you think things are really as they should be? Personally, I think it's potentially beneficial if non-gamers take a shot every so often and offer fresh insights that those of us who have been bottle fed on Pac-Man can too easily overlook. Bitterly derisive digs at the observations of a guy like Nate Eagle are a missed opportunity. The effort invested in snide comments as fodder for "us" to point and laugh at "them" could be better spent contemplating this kind of valuable feedback and using it to address issues common to far too many games. How will the medium meaningfully advance otherwise?
Judging from his layman's terminology, it sounds like whatever it is that's keeping Nate from getting interested in games is the same thing that's causing me to lose interest.
By Tom Chick at 6:40 PM ON 12/01/08
Garsh, I think you misunderstood what I wrote. If I came across as "bitterly derisive" or "pointing and laughing", that's a failure on my part.
My point was that Eagle seems to have have neither the time nor the inclination to get into World of Warcraft. That's fine, and he has a good point about its "smoothness". But I take issue when he extrapolates from that to make observations about videogame design. I especially take issue when he claims the whole point of game design is to curtail frustration. I couldn't disagree more.
However, I couldn't resist making fun of the Leibniz connection, so you got me there...
By Tom Chick at 6:45 PM ON 12/01/08
Yep, Pogue, I mean the word frustration, as per Mayer's comment that game design is the art of "enjoyable frustration". It's easy to say you don't want to be frustrated. No one does. But a successful game frustrates you and -- most importantly -- makes you enjoy it.
So in your example of putting down a game and moving on, the balance between enjoyment and frustration is out of whack for you.
By Anonymous at 8:22 PM ON 12/01/08
Then it has to be a semantic argument we're having here Tom, because I can't imagine that you mean that the way it reads. Let me give you a hypothetical: let's say someone you trust hands you a game, one that you've never heard of. You ask this person their opinion of the game, and they respond one of two ways -- either a) "It's challenging." or b) "It's frustrating." Would you react positively to hearing b? Because I would not. I love a challenging game but when I hear of a game's frustration factor I think of things that are decidedly not (pardon me here) very fun.
By Pogue Mahone at 8:22 PM ON 12/01/08
Oops, that last one was me.
By Tom Chick at 8:55 PM ON 12/01/08
Pogue, there's a certain "poetry", if I may, to Mayer's observation that games are enjoyable frustration. No one is saying games should be frustrating. The point is that games necessarily involve some degree of frustration. Otherwise, they're simply cutscenes.
The word "challenge" works, sure. Everybody loves a challenge. Challenges are fun! But I don't think "challenge" captures the fact that a crucial part of game design is adversarial. Frustration is a negative concept. It means stopping the player's progress until he figures something out or performs an action. To me, it evokes the tricky behind-the-scenes work required when you make a game. Anyone can issue a challenge. But it takes a special art to calculate enjoyable frustration.
I brought it up because of Eagle's contention that game design is about "curtailing possible frustration". I disagree. Instead, game design is about carefully measuring out frustration, about knowing just how much is enough for the right audience, about anticipating a player's threshold, and most importantly about balancing it with something that's enjoyable (fun!).
So, yeah, it's largely a semantic argument. :)
By strawberry etherade at 11:48 AM ON 12/02/08
You should read the Baroque Cycle, by Neal Stephenson. It's a great read and you'd also have heard about monadology; Leibniz is a character.
By garsh at 12:02 AM ON 12/04/08
Tom, thanks for the thoughtful reply. I understand your perspective.
By nate451 at 2:51 PM ON 12/22/08
Btw, that's a freaking awesome drawing of Herr Leibniz. Could I use it, with attribution, on my site?