I suck at this. Maybe you do too. However, there’s a lot more to it than I once thought.
Try counting from 0 to 10 to 0 again, slowly, with each count happening each time you breath out naturally. I’ll wait.
It’s a simple test, but if you’re like me, chances are you’re going to hit 11-25 a few times and realize that in the time it took you to reach 10 your mind wandered elsewhere. If you’re good, you might manage it on the first try, but at the very least you’re probably going to become aware of the difficulty keeping focused.
Focus is hard, and perhaps the most difficult truth for anyone to deal with is that it’s damn hard to truly pay attention to life. I bring this up only because paying attention is an inherent difficulty extending to everything, and this includes gaming.
I’m getting frustrated that I can sit down to a good game and suddenly notice it’s 5 hours later. Where did those five hours go, really? We say, “Time flies when you’re having fun”, but it’s really just because the mind is well occupied with what’s going on so we don’t pay attention to the passage of time.
Am I cheating myself out of the true game experience by spacing out? Am I really living during those 5 hours I spent in the game? I wish I’d paid better attention.
A major pillar of the assertion made in Raph Koster’s Theory of Fun was this: The mind, like the body (or perhaps as an extension of the body) simply doesn’t want to work. It’s in energy conservation mode all the time, preserving those precious calories it assumes are in short supply. The mind has “fun” so long as it’s learning something about the game, and then develop resistance to further study by exuding boredom.
The book is a good read, and I can appreciate that I found an accidental parallel between this and observations as to how hard paying attention really is. However, this leads me to wonder… if you’re bored of a game, are you really done with it or have you simply stopped paying attention?
Consider this: the creators of the game probably dumped hundreds of thousands of paid hours into this game. There was a lot of work put into the textures, the gameplay mechanics, the animation, the musical score, and so on. Why is our ever-foraging ego, hungry for something new, largely breaks down and ignores these factors?
In terms of evolution, one has to wonder why we play games at all. Practice of useful skills is the usual reason for play, but you won’t find any good survival skills in Pac Man. What do our roving egos expect to find in games? At what point did they cease finding it, and thus flipped the switch to stop finding the game interesting?
Food for thought.
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Now, I probably know what you’re thinking: Hey, I’ve enjoyed RPGs before. Sure, there’s something uber kewl about a game where you can play somebody else and have more fun than you do in real life. However, somewhere along the line it became all about the power. The ph4t l00tz and m4d st4tz, comparing your e-peen to the rest of humanity’s because, lets face it, you need that kind reassurance when you’re being subconsciously reminded that you didn’t achieve much in real life while you were filling your leveling bar with pixels.
This is an old story because the smart game developers realized this problem and started to design away from it. World of Warcraft’s accelerated grind, zero to sixty in 500 hours is a whole lot less than EverQuest demands.
Oblivion did a pretty good job of keeping the grind to a minimum, so much so that players came out with mods that slowed down the leveling process. Yet, the grind still exists, even in Oblivion. Where does the beast live? How do we slay it for good?
Well, I had waxed reflective about this extensively on a certain discontinued think tank, and came to realize exactly where the grind exists. It exists when you stop having fun and the developers are dangling something that you believe should make the game fun just out of reach. So, you mentally injure yourself trying to get that foozle and, just like that, grind city includes population you.
So, anyway, what does this have to do with Oblivion? Just this: I’ve been trying to play Shivering Isles for over several weeks now. It’s a well acclaimed new expansion with uber graphical effects and content, maybe a little buggy, but unfortunately a strange kind of grind has been getting in the way. It’s not the character progression that’s been the problem: Oblivion scales; you can wander wherever you want. It’s the content.
It makes for a weird grind – usually the problem is that the grind is keeping the content away, but Oblivion gluts you with content. It drops you in the game with a main quest line that consumes maybe 20+ hours. If you want to benefit fully from cooperation with the Mage’s guild (perhaps to flesh out those needed spells) there’s another 20ish hours. If you have Knights of the Nine installed, there’s another 15+ hours. Those are small potatoes: the side quests and temptation to explore every ruin can take up hundreds of hours. Basically, what we have here is a story grind, a non-linear game that hits you with linear-feeling obligations.
Now, I realize this is partly having to do with my competionist attitude, but that’s really nothing new. Which sounds more arbitrary to you: [Spoilers:]
They’re both pretty rediculous, and reflect the overall limitations of many RPGs to spin a compellingly realistic tale.
Oblivion is not a perfect game, despite its acclaim. Still, I look forward to seeing Bethsoft’s next efforts, including Fallout 3 (now that they’ve bought the rights). They may not be perfect gamesmiths, but they’ve improved a lot since Redguard and Terminator: Future Shock.