Showing posts with label L4D. Show all posts
Showing posts with label L4D. Show all posts

Monday, April 26, 2010

On the Dangers of Heuristic Thinking

Another human psychological post? In mah gaming blog? But... Well, why not? I gotta satisfy the higher tiers of Maslow's hierarchy of needs, ya know!

Anyway, if you remember from yesterday's blog post, I had talked extensively about the idea of heuristic gaming (i.e. a fancy way of saying "playing by just doing it and not reading the manual") and even gave a few examples in PC gaming history. This blog post, however, will focus on the dangers of this type of thinking. Well, "dangers" is such a harsh word and probably not that appropriate considering the context of how terrible real life can be sometimes... Let's say we'll be focusing on the "disadvantages" instead!

Remember the non-gamer example we talked about before? You know, the guy who doesn't play video games that often, and how we're talking about the scenario where you try and entice the guy to play this great new video game because you need him for your awesome gaming group (like, say, for a survivor team in L4D or L4D2)? As we established, the non-gamer is not interested in learning about the intricacies of the game, nor figuring out the best way to optimize his playing such that he does well; all he cares about is having fun! This, of course, is the very crux of gaming... Why play a game if you don't have fun? Why play a game if you can't jump into it immediately and figure things out as you go?

Thus is the first disadvantage to heuristic thinking. When game developers need to appease to this form of thinking (in order to boost their sales by enticing both the gamer and non-gamer to purchase their product), they can approach this dilemna in one of two ways. The first and easiest choice is to dumb down the gameplay such that the game can be quickly learned; pretty good for movie-to-video-game tie ins as well as console ports (Splinter Cell: Conviction, while a very cool game to watch, does feel a little drier in the stealth department than previous games from the Splinter Cell series). The second, and considerably more difficult, choice is to ease the learning curve for the player by creating a quick tutorial or forming a single player campaign to ease the player into new gaming concepts. This can be done while still keeping the game complex and hard to master.
A great example of this is CCP's MMO Eve Online (the only MMO I ever liked playing!), which is the pinnacle of complex gaming thanks to its fairly convoluted gaming systems. Optimizing the training of skills; something which every Eve Online player has to deal with, has its own forum section! Wow! However, to keep the learning curve on the down-low, CCP has been pretty hard at work to make the tutorial and the UI a little more accessible to the masses and to hopefully entice more newbies into the game.

Let's get back on topic! As you can see, a society that prefers to adapt an after-the-fact style of learning as opposed to a RTFM (read the freakin' manual) style of learning can potentially result in a general dumbing down of certain products. At a corporate level, the desire to take risks in video game design and create a complicated (though possibly fantastic) new game is just not there thanks to our preference for heuristicism! That sentence, that right there, is the SECOND disadvantage to this sort of thinking; a loss of innovation in the available products of play.

Now, there's nothing to be said about making more money from appealing to more people. It's a fantastic business strategy and one that can keep a company's bottom line well in the black. However, being TOO accessible takes the risk of alienating the more hardcore of players, which can be a loss in terms of a company's video game production credibility (then again, I know a lot of hardcore players who'd prefer to pirate video games than actually pay for them... meh...).

The third "disadvantage" of heuristic thinking? Using the word heuristic too much when trying to anticipate other people's behavior.

Sunday, April 25, 2010

On Gaming Heuristics

A human psychological post? In mah gaming blog? But of course!

The idea of 'challenging' gaming is essentially a simplified version of human learning; a process that is based on the concept of heuristics (we'll define that properly in a bit). Indeed, the smart gamer could try and read up on a video game through, say, a strategy guide, or an online FAQ or walkthrough. The more daring of us, though, will want to boot up the game and drive (EDIT: Yes, you literally drive right into a stone wall with complicated racing games. Never mind that the right word for this idiom is "dive") right in. Video gamers who prefer to do so expose themselves to the fun, and dangers, of heuristically-based thinking.

Before we continue, let's define what the word "heuristic" means. This definition is from the Merriam Webster dictionary:

Main Entry: 1heu·ris·tic
Pronunciation: \hyu̇-ˈris-tik\
Function: adjective
Etymology: German heuristisch, from New Latin heuristicus, from Greek heuriskein to discover; akin to Old Irish fo-fúair he found
Date: 1821

: involving or serving as an aid to learning, discovery, or problem-solving by experimental and especially trial-and-error methods ; also : of or relating to exploratory problem-solving techniques that utilize self-educating techniques (as the evaluation of feedback) to improve performance.

And, of course, the Wikipedia link for even greater detail into the subject.


As you can see, the short version is that heuristics is all about learning how to do something through doing it and most definitely continuously failing and retrying. Think of your favorite PC or console platformer / adventure game. Now think of all the times you ran through a section of the game, got hit by some unknown trap or a vicious monster who attacks from an angle-not-initially-seen or died from failing to jump across a perilous gap at the right time. What would do in this situation? Why, you'd simply reload the game from the closest autosave point and try it again, learning from your mistake (hopefully) and completing the challenge successfully before being hit by the next killer move.

Now, let's expand this idea to the entire spectrum of the genre of video games. There are a few FPS games where you've no doubt died from turning a corner into a bunch of angry enemies, or maybe you launched your rocket launcher in an area that turned out to be not as expansive as before. Or maybe there's a scripted event which results in a truck falling on your head unless you strafe out of the way from the get-go of the autosave point.

Strategy games? Tower Defense games are ripe with this sort of heuristically-based thinking (the fantastic Defense Grid: The Awakening's auto-load from a point midway through a particular mission is a prime example), while single-player campaigns in certain RTSs or turn-based games may encourage a continuous save/load experience (the Commandos series is notorious for this, especially when the Commandos 3 series reminds you on multiple occasions to save your game regularly!). Of course, any form of multiplayer gaming is fairly difficult to correct from the get-go, though practice does make perfect!

Ran out of resources? Aliens got through with a core? Got the wrong tower up for a particular wave? No worries! Just hit the Backspace key and try again! Defense Grid: The Awakening is the prime example of heuristic gaming; a very fun example, though!

Now think of the first time you tried to show a non-gamer a particular new video game (say, you were looking for a few more buddies to add to your L4D team). He doesn't care about reading lengthy manuals or learning the ins-and-outs of a video game such as being able to melee and reload at the same time in the L4D series. He doesn't care about learning all the different keys he has to press. All he wants to do is be able to extract a good amount of fun by making the game progress sufficiently for his own tastes.

My own brother, for example, does not like RPGs whatsoever; too much detail and nitpicking over something extremely short. Not even Mass Effect 2, a very streamlined approach to the RPG genre that presents a fantastic story ever really appealed to him. He's much more the FPSer (whenever he gets a chance to play, that is) and you'd more likely see him shooting up other players in Halo 3 then pondering through a game of L4D. Honestly though, I haven't tried as well as I should have...

Let me know what YOU think about heuristic thinking. I'll write up my next blog post on the dangers of continuously applying heuristic thinking to real life (it's somewhat of a form of laziness, when you think about it...).