\"Awesome by proxy\". The 2 types of gamer
Posted: Fri Mar 12, 2010 8:54 am
http://www.pixelpoppers.com/2009/11/awe ... -fake.html
i thought this was relevant to players of hard games like Descent.
(i minimised the intro up until the part of interest)
i thought this was relevant to players of hard games like Descent.
(i minimised the intro up until the part of interest)
Awesome By Proxy: Addicted to Fake Achievement
When I was old enough to care whether I won or lost at games, but still too young to be any good at them, I decided RPGs were better than action games. After all, I could play Contra for hours and still be terrible at it - while if I played Dragon Warrior III for the same amount of time, my characters would gain levels and be much more capable of standing up to whatever threats they encountered. To progress in an action game, the player has to improve, which is by no means guaranteed - but to progress in an RPG, the characters have to improve, which is inevitable.
As I grew older, this conclusion lay dormant and unexamined in my mind. RPGs continued to be my favorite genre. I relished the opportunity to watch interesting, lovable characters develop and interact in epic storylines. (Comparatively interesting and lovable, anyway - say what you will about Cecil, but his quest for redemption revealed a lot more depth than Mega Man's quest to shoot up some robots.) And I loved feeling like a hero. I saved the world in Final Fantasy IV, again in Lufia II, then again in Chrono Trigger.
Then, one day in a Child Psychology course, I learned something interesting.
It turns out there are two different ways people respond to challenges. Some people see them as opportunities to perform - to demonstrate their talent or intellect. Others see them as opportunities to master - to improve their skill or knowledge.
Say you take a person with a performance orientation (\"Paul\") and a person with a mastery orientation (\"Matt\"). Give them each an easy puzzle, and they will both do well. Paul will complete it quickly and smile proudly at how well he performed. Matt will complete it quickly and be satisfied that he has mastered the skill involved.
Now give them each a difficult puzzle. Paul will jump in gamely, but it will soon become clear he cannot overcome it as impressively as he did the last one. The opportunity to show off has disappeared, and Paul will lose interest and give up. Matt, on the other hand, when stymied, will push harder. His early failure means there's still something to be learned here, and he will persevere until he does so and solves the puzzle.
While a performance orientation improves motivation for easy challenges, it drastically reduces it for difficult ones. And since most work worth doing is difficult, it is the mastery orientation that is correlated with academic and professional success, as well as self-esteem and long-term happiness.
In childhood, it is remarkably easy to instill one orientation or the other. It all comes down to the type of praise you receive. If you perform well on a task and are told, \"Wow, you must be smart!\" it teaches you to value your skill, and thus fosters a performance orientation. But if instead you are told, \"Wow, you must have worked hard!\" it teaches you to value your effort and thus fosters a mastery orientation.
What does this have to do with videogames? Well.
RPGs are many things, but they are almost never hard. As I realized in childhood, the vast majority of RPG challenges can be defeated simply by putting in time. RPGs reward patience, not skill. Almost never is the player required to work hard - only the characters need improve. Failing to defeat Zeromus might mean your strategy is flawed, but it also might mean your level is too low. Guess which problem is easier to remedy?
Yet while the player is mostly marking time, the characters are accomplishing epic, heroic deeds, saving lives and defeating evil. Even when the player is not explicitly praised for this, the game makes its attitude clear. \"You're awesome!\" it says, in essence. \"You're so strong and noble and heroic!\" The player is showered with praise for non-achievements. It's like porn for the performance oriented.
The characters make all the effort, but the player receives all the accolades. The game doesn't have to say \"Wow, you must be smart!\" to train the player to value impressiveness that was not hard-won - even when the praise is for effort rather than skill, it is a lie. The player has expended only time.
\"You may have cursed this never-ending journey. You have known injury and defeat, but you have struggled on to reach this place. Your in-born intelligence and courage have helped bring you here. You have believed in your friends, and as a group, you have supported each other. Have you ever stopped to consider how much your power has grown?\"
—Tenda tribe member, Earthbound
When I learned about performance and mastery orientations, I realized with growing horror just what I'd been doing for most of my life. Going through school as a \"gifted\" kid, most of the praise I'd received had been of the \"Wow, you must be smart!\" variety. I had very little ability to follow through or persevere, and my grades tended to be either A's or F's, as I either understood things right away (such as, say, calculus) or gave up on them completely (trigonometry). I had a serious performance orientation. And I was reinforcing it every time I played an RPG.
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